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Spin Rhythm XD News

Hotfix 16 - Scratch zone bug

Hey Spinners,

A very nasty bug was discovered by some of the members of Spinsha.re! We decided to push out a hotfix for you all.

Oh, and if you're wondering why the hotfix numbers seem wack, we don't release patch notes for each one, but we do keep track of the patch numbers internally.

HOTFIX 16


FIXES
  • Fixed a nasty bug where creating a scratch zone at the start of a level would force on the level editor overlay, allowing editing of official charts and breaking leaderboards.
    - Thanks to the Spinsha.re Speenrunners for finding this epic bug.
  • Deleted some broken leaderboard entries exploiting the above bug.
  • Creating a custom level when “show only favourites” is selected will no longer soft lock the game.


We're still pumping out mobile dev, but we have another small announcement to make shortly (which we will do in a separate news post).

Stay tuned!

Upcoming months, 1.0 delay

Hey Spinners,

So we're about 3/4 of the way through our current patch which involved David's loading code refactor and a bunch of other fixes. The build is running okay, although there's probably a million things the loading changes will have broken that will need thorough testing. We have a new track to release (Heading East by Farfetch'd) and more.

We have however had to take on some other commitments.

Our mobile publishers Habby have been back in touch with us, they've asked to join forces to finalise development of the mobile version before the end of the year. We are committing 3 months of development time to doing some serious optimisation of the game for mobile platforms (both iOS and Android) for a planned launch in November.

This unfortunately means we have to put our current patch on hold.


About Habby


It's a huge honour for us to have been approached by Habby, they're a mobile publishing startup with incredible talent (their founder was responsible for some of the biggest mobile games of recent years such as Piano Tiles and Dancing Line) and their attitude towards games (Habby is an amalgamation of Happy and Hobby) align with ours.

In many ways the game works best on mobile where you are directly touching the wheel - similarly to how DJ controllers work, except without the need to adapt to a circular input method.

We're really excited to be able to finally release this version to the world. It's been on our plates for years but it just needs this final push.

For those who don't know Spin Rhythm was originally a mobile game prototype, it started life as a simple puzzle game where you had to match colours on a disc, but our love of rhythm games inevitably made us sync the gameplay to music. It was only when our artist Shath heard Nitro Fun's 'New Game' that the whole aesthetic musically and visually started to come together.

Check out some old design material below.



Don't worry, we will not abandon the PC version, it is to us the official, most hardcore version and the one closest to our hearts. We are a small, genuinely independent team with limited resources, in full COVID lockdown in Melbourne, which means our dev resources are even thinner than usual.

Our original plan was always to release mobile first and use the proceeds to fund the PC version, to ultimately create our vision of a new kind of hardcore rhythm action game in the style of Guitar Hero. It was only after hitting a few development snags and leaving some gameplay experimentation to Habby around halfway through 2019 that we decided to push ahead with PC instead of Mobile.

Once the SRXD ball was rolling it was difficult to stop it, but we have a responsibility to our publisher and ourselves that we have to see to fruition.

We will try to keep you guys updated as development progresses. If you're curious to hear more about the mobile version as it progresses (or just want to vent about a delayed 1.0) hit us up in the chat.

Since mobile doesn't need level design work, Dave will still be working on DLC charts, and new free charts which we can hopefully drop in a lump when we get time to finish up this current patch in a few months time.



All the best and keep spinnin.

Update 10 - Two New Tracks + Track Sorting



Welcome to Update 10.

We wanted to let you know what our team is working on at the moment as it means updates may be fewer and further between.

Steve and Shath (code and art) are working on the single-player campaign. This is a massive task that requires a ton of design work and iteration, but should mean we have a set of single-player fundamentals that carry over to the mobile experience. Unfortunately this means these two can't contribute as much to the regular patch cycle.

David (who is responsible for the editor among many other things) is completely refactoring the way levels are loaded and unloaded. This mammoth task ties with the single player experience, but also means that he can't contribute as much to the regular patch cycle. This means that with things like track sorting (which requires many of the track loading and unloading processes) we may have to redo a bunch of the sorting work once his loading refactor is complete.

Dave and Will (design and code) are still contributing to the regular patch cycle, but Dave is starting to work on DLC track packs, which means free track updates may not be as regular. We've still got a few more free tracks to deliver though.

UPDATE 10


We aimed for something small after our short break of 2 weeks, and as with most things we think will be small, they end up a bit bigger than expected.

Two new tracks brings our total to 38, and we have also included a track sorting and favourite system.



Details below

    FEATURES

  • Two new tracks!
    - Lovesick by Moe Shop - Can you tell what maisou is singing about? Neither, but this bop has some wild energy.
    - Hot Pursuit by Tut Tut Child - We've had this beast of a track licensed since forever, we just never got round to charting it. It's fast, furious and extremely difficult, so we hope you enjoy it.
  • Track sorting!
    - Click the sort button in the arcade / custom play menu and go nuts! Hotkeys are CTRL on keyboard, beat button on MIDI and a new "context" menu button on gamepad.
    - You can also add favourite tracks by clicking the star, or opening the sort menu and ticking the first option (this is so MIDI users can quickly hit beat + forward to add a favourite).
    - You can filter by favourites only to make your sorting life easier.
    - We are unable to include sorting by rank until David has finished his loading refactor. While gathering all the information that the sort needs, It chunks with just 38 arcade tracks, we don't want to think about what happens with more tracks.
    FIXES

  • Fixed a bug preventing inspecting previous daily scores. You should be able to see today and the previous week.
  • Fixed a bug where approximately once a month there was a chance that the same daily would occur twice in a row (this fix however means it’s not possible to check daily scores from the last version).
    POLISH

  • Mimic (XD) now rated 28.
  • Rattlesnake (Expert) now rated 22.
  • Mimic (Easy, Normal, Hard) made slightly easier to better fit their difficulty rating.
  • The Magician (Normal) updated a spin that was out of place.
  • My Museum (Expert) has been polished.
  • Never Count On Me (XD) has had a polish (particularly towards the end).
  • Never Count On Me (Expert) intro has been fixed to allow a proper countdown.
  • Coming Too (all) intros have been fixed to allow a proper countdown.
  • Coming Too (XD) has had a light polish.
  • Velours (Expert) drop has had a polish.
  • Colorblind offset has been adjusted (the track was slightly ahead of the beat, which made it feel rushed). Some difficulties may have had leaderboard resets as a result of shorter or longer spin notes when quantised to the new BPM.
  • Velours (Expert) has had its drops refreshed.
  • Rich text has been disabled in leaderboard (Steam name) entries.
  • Radar graph has been added to Customs menu.
    BUGS

  • Asian characters will now show up when mixed with English (in track descriptions, subtitles etc.).
  • Volume slider bug (exiting menu while a slider is clicked and held) has been fixed.
  • Volume menu looping bug has also been fixed.
  • In editor, scrubbing while unpausing will no longer automatically scrub on mouse move.


Keep spinnin' and grinnin' all of you.

We back

Hey there,

We're letting you know we just finished a 2 week break (we probably should have put this out two weeks ago!), so next patch won't be for at least two weeks from today.

That is all.

Peace!



Hotfix 13 - PFC star fix, and a few other issues

Hey Spinners,

Small hotfix that patches a few issues from our last update.

HOTFIX 13


FIXES
  • Checkpoint (XD) 50/50 spin tap has been fixed.
  • The cause of this error (a tail / tap note stacked on top after a spin) will now show as an error (marked in red) in the level editor.
    - This will not occur when there is no preceding spin, so you can still chart hold notes with taps inside them.
  • Flight (XD) leaderboard has been reset (score is slightly lower with some removed lift off notes, should have been reset last patch).
  • Mimik renamed to Mimic (as it is actually spelled
  • facepalm*).
  • Fixed French translation inconsistency for Jog A / Jog B in wheel colour settings (thanks Mapy).
  • PFC should no longer be marked as lost during beat release / spin tap combos, or late scratch zone beginnings.
  • Tutorial now utilises your custom colour set.


DM Daverwob (on Discord) your most disgusting custom colour set and we'll tweet it out.

Peace.