Hidden Twirls and On-beat rotation

From Good Practices

This practice is related to Twirl Events

• Hidden Twirls

Twirls, when placed on bad spots in a level, can cause the gameplay to be impossible to read, as it may be covered by the track itself, making it hard/impossible for the player to know what to do next.

Twirl hidden behind a 90° turn tile

In cases like these, it's better to move the twirl somewhere it's visible, while not affecting the gameplay itself in any way. But if that's not possible (In this case, for demonstration purposes), Position Track events can always be used in order to fix this issue.

Twirl moved to the next tile on the track
Position Track events making the twirl be visible without changing the tile it is at

• On-Beat Rotation

On-Beat Rotation is when the angle turns don't add up to 180° or 360°, which represents the On-Beat of the song, and because of that, the sum of the angles, becomes the On-Beat of the song, despite not being 180° or 360°.

On-Beat Rotation Example

In the first pattern, the angles add up to 360°, avoiding On-Beat Rotation. 90+45+45+90+90=360°

Calculation made to find the current rotation of the track after the first pattern

In the second pattern, the angles add up to -90°, causing On-Beat Rotation. Each time a twirl is used, the current operation is reversed. For example, in the image below, a twirl is used at the 45° turn, thus -45, and is used again for the next 45° turn, thus +45. 90-45+45-90-90=-90°

Calculation made to find the current rotation of the track after the second pattern

This can be used well if you know what you can with it, but to avoid it, the easiest way would be to only use twirls when there's an angle distance of 90°, 180°, 270° and 360° from the starting angle. Of course, On-Beat Rotation is not always guaranteed to happen when twirls are used on non-cardinal angles, but beware of where you place them, so it doesn't happen unintentionally.

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