Track Events
From Custom Module Showcasing
Opening Wave
➤ Jazzy Tiles
This module includes multiple tile of events.
This Module includes more than one variant, requiring more than one tile to fully display
This module includes 4 variants of jazzy tiles with a full gap of 4 tiles each. Group 1 - Tile 1; Group 2 - Tile 2; Group 3 - Tile 3; Group 4 - Tile 4;
Feel free to reorganize the order from the group of events as you like, as they work independetly from each other.
The preset includes two functions: --- 1. Animation Events (The first 8 Events. Bring the tiles to dance) "You should not touch these unless you want to progressively add some duration onto them."
--- 2. Step Breaker Event (The 9th Event functionality is to simply cancel the animation exclusively from the tile you are steeping.) "You can remove this last event to create a jazzy gameplay if you like"
~~~ Loop = Repeat Cycle of Tile Animation (Change Repetitions as needed. DON'T touch the intervals value)
~~~ Loop2 = Repeat Cycle of Step Breaker Event (Ensure that the tile you step in, does not activate its animation. Change Repetitions as needed.)
Suitable for slower BPMs or Longer durations.
➤ Sine Wave Tile Movement
Create your own waving tiles with this module.
Perks:
Highly Extendable
Easy to Assemble
Works on any patterns
How to install:
Copy this module onto any tile you wish to start your waving animation;
Change the End Tile to any 16 Multiple of it's Start Tile Value. Do this to all events until you cover all desired tiles with the animation; (Example: Start Tile = 4 | End Tile = 20/36/52/68/etc)
Change the Repetitions to any number necessary. This will make sure to repeat the animation as long as you need too;
(Recommendation) Add this module on every checkpoint and avoid overlapping repetitions with one another to make the level run smoother from too many repetitions.
DO NOT touch any of the values aside from Start / End Tile. Make sure to use the correct multiple from their start tile, or the animation might break.
This module is prepared to work on all tiles, including the starting one. Please make sure to add this module on Tile 17 if you wish the start of the level to include the module effect, placing this module on anything before that will cause it to break the animation. You should also change each Start Tile from it's "original value "- 16 for the first 16 tiles to work.
➤ Reversal U-Turn
This Module dispenses a guide. Just needs installation.
➤ Squeeze Walking Tiles
This module includes multiple tile of events.
This Module dispenses a guide. Just needs installation.
➤ Square Loop Animation
Make sure to use the correct event positioning to each square. Change the values of Tile Position Offset on events 2~6 to achieve the necessary effect. Works only for single loop squares.
➤ Long Less Thick Thin
Sequentially increase or decrease the x,y size of the tiles in pairs. every beat in a cycle of 8 beats
Recommended for use on solely right angles consisted charts (0[360], 90, 180, 270 degrees)
➤ Double Tap
This tile should be a midspin that's 0.1° before the double tap tile, so the planet would be landed on the 2nd hit, which is similar to RJ-X.
For example, if the angle of tile that's right before the double tap you want, is 270°, then the midspin should be located at 270° - 0.1° = 269.9°, on that tile:
From: 270°, 180° (for double tap) To: 269.9°, midspin, 0.1°, 180° (for double tap)
(written in relative angle)
➤ NOIC
Use the orbit animation tag: cmlloop
你好我是TOMOKA亦是“智柚下和”
"该用法是学习了CDF5亚军谱面中,轨道音律跳动的做法,经本人单独列出,该用法适合在直线状态下效果更好"
-用法可以自行研究,如果你想实现0~N方块数量,就设置多少重复方块数量即可,无需添加多个轨道上的事件
这是一个公共的事件,都可以学习使用
Hello, I am TOMOKA and also "智柚下和"
"This usage is based on the method of learning the orbit rhythm jump in the CDF5 runner-up score. I have listed it separately. This usage is more suitable for straight line state"
-You can study the usage by yourself. If you want to achieve 0~N blocks, just set the number of repeated blocks. There is no need to add multiple events on the track
This is a public event, and you can learn and use it.
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