BeatFever Mania is an open-source reimplementation of the "osu! game engine". The idea is to be able to develop your own gamemodes based off on osu's beatmaps, and also be able to bring satisfactory rhythm game experience to other platforms (the ones love2d can currently run in).
BeatFever's current splash screen.
Q: What's this? What's osu?
A: osu! (http://osu.ppy.sh/) is a rhythm game based on "Elite Beat Agents" released for the Nintendo DS. Currently it features 4 gamemodes, online scoreboards and has versions for android and iOs.
There is currently another open-source implementation of this game called "opsu!" released on github (https://itdelatrisu.github.io/opsu/).
Seriously, give osu! a go, it has solid mechanics and is very lightweight, impressive if we consider a single person developed most of it single handedly.
Q: If another open-source reimplementation of this game exists, why make another?
A: Well, first, because we felt like it. Secondly, because opsu! is written in Java, and covers only Android and PC platforms. Third, we want to make this an expandable game in the future, with users being able to easily develop their own gamemodes and include them in our implementation without having to worry about file parsing or music management.
I also dislike java. No offense guys.
Q: Will it have a included game mode?
A: Yes, we intend on implementing the Catch the Beat! gamemode from osu! as a "main" gamemode. Again, in the future, users will be able to create their own gamemodes aswell.
Q: What works?
Segfault also mentioned he will soon enough start working on adding storyboard support.
To play, use arrow keys and hold shift to run.
Q: Toaster support?
But we've been thinking of adding support for the SteelSeries Gamesense engine. (http://techblog.steelseries.com/2015/06 ... sense.html).
Overkill? YES! But it would look cool i guess.
I'm developing this game along with a friend (https://github.com/danielpontello/). He's drawing and creating the graphical assets while i put everything together in love2d. We've been developing this sporadically for about 2 weeks only.
We could always use some help or suggestions! We're hosting the game files and stuff on github: https://github.com/Sulunia/beatfever
Feel free to mess around.
The main game song is called "Identity Part 4" by ShK. We don't own the rights, currently we're using this song as a placeholder to post it here, until i have the time to make a theme song myself.(!)
The version on github does not include this song (and potentially breaks since it's hardcoded to load this specific song file), so we don't get in copyright troubles.
To run this game, you'll need to download osu beatmaps.. A quicksearch on google should be able to return some links from where you'll be able to grab some!
After downloading a beatmap you want to play, run the game, go to the selection screen by pressing "Play" and then just drag and drop any .osz file on the game window to install it.
On the selection screen, double click a song to play it.
To enable ingame graphical debugging helpers, press Shift+F8 ingame and type "debuggingEnabled = true".
Any questions or rants, just post a reply below. Feedback is welcome!
Latest version changelog:
- Particles EVERYWHERE
- Slider pellet amount now varies accordingly to slider length
- autoPlay is no longer indecisive about it's life
- Fixed delay introduced by timer easing
- Songs that have start delays are now working properly
To enable autoPlay, press Shift+F8 and type "autoPlay = true" before choosing a song!
-Installing too many songs will make the selection screen run veeery slowly.
-Removing a song from the install folder does not update the song selection list
-Some notes are too far from each other, thus, impossible to catch. I will implement the "note boost" mechanic to ammend this soon enough.
- Sliders may rarely overlap. VERY rarely. Please PM me if it happens in a specific song.
-- Raspberry Pi
- Menu runs pretty slow right now, but ingame works quite well considering the limited hardware.
--I'll make a new branch on github for the mobile version, which will feature overhauled control scheme.
I like the fact the autoplay sometimes doesn't know if it will catch a fruit or not.