Rift of the NecroDancer

Rift of the NecroDancer

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Rift Editor Quick-start Guide
由 Voidcat 制作
Some key info on how to use the editor including song setup, syncing audio, enemy placement and some bug workarounds.
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Importing Files
To get started, click the level settings button in the top right. All of the settings for files, difficulties and the song metadata can be found here. Scroll down and find the three settings that say import audio file/cover art/background video.

Before importing your audio file, a key issue with the current editor version is that songs cannot be synced in the editor, and it does not reflect the game's sync. The game files use an independent sync value to the editor, so I figured out an odd workaround: add 8*(1/(bpm/60)) of silence to the song file in an audio editor, which should make the song's offset exactly 0 thus avoiding any sync issues. You must go to open - open track directory and open (songname)_1 in a text editor and then change the "playbackOffset" field at the bottom to 0 to ensure this works. If there are multiple difficulties you might need to open each file individually.

Some songs might work without this, but it solves the issue of songs beginning during the 3-2-1 countdown; you can't place enemies in the first 8 beats in the editor, so we add 8 blank beats to the audio and begin working after them.

The editor does not reflect this sync value, so I had to shift +4 beats (Shift page up 4 times) during editing and then move it back 4 beats (shift page down 4 times) for in-game testing. I'll update this if I find an easier method.

Next, import your cover image. It must be a square and it must be under 1mb for the steam workshop upload to work, so a 500x500 image is ideal.

A video file can also be imported, which unfortunately must be encoded in vp8 webm format. The easiest way to get this is to throw whatever video you have into an online converter at the cost of video quality. As far as I can tell, video files cannot be accurately synced as they seem to begin playback the moment the level loads as opposed to the audio starting around the 3-2-1 countdown. It would require lots of guesswork.
Song settings
BPM: The beats per minute of the song you're using. This information can normally be found online through either a manual bpm tapper, programs that find it for you or a database with the song's info in it.

Subdivision: Reflects the note value lock when you hold shift in the editor for precise enemy placement. I recommend using 4 to catch the most useful note values: beat, half-beat and quarter beat.

Title: The name of the song.

Subtitle: An extra info field that appears on the left during song selection. You can include a fun tagline or extra info about the song.

Artist: The artists and/or singers of the song.

Difficulty: The current difficulty being edited: it can be easy, normal, hard or impossible.

Character: The sidekick that appears on the right during gameplay.

Intensity: The number rating of the current difficulty.

Select audio/cover/video file: The settings used in the previous guide section.

Variants: A subcategory that lets you assign multiple difficulties to the same song. Click the add variant button at the very bottom to add new ones, then you can select them and change their difficulties and object placement individually.
How to use the editor
An important note: you should reload your project every time you open the editor to ensure that changes save to the right file. By default, it reloads the notes of your last project without actually opening it so it's good to ensure it's open.

Upon loading the editor, you will see the rift lane with the player's arrows in the middle and beat numbers on the left. The first important thing to know is that by default, the arrows are locked to the middle of the screen while placing notes, but will move according to where you scroll during song preview so try not to scroll at all while previewing. This ensures a smooth camera experience, but if you mess it up and it flies off screen or out of position you can preview the song and scroll up or down to restore the original arrow position.

Choose the pen tool at the top to begin placing enemies. Select them from the right and hold shift to accurately place them on beats or between them. Placing an enemy will display it relative to the position of the arrows; for example, a shield skeleton above the arrows will be one shield skeleton, but the same one below the arrows will be a dead shield plus the dead skeleton it spawns half a beat later. Some enemies such as blademasters have odd positioning that requires a bit of intuition to figure out. When deleting them, you have to select the space they spawn from and not where they die.

Press space to begin music previewing from the location of the player arrows. You can control the sfx volume with / and * which can help isolate the music or check timing of the enemies you place. Some enemies may clip into each other during certain patterns, marked by a red X.

Blademasters will not have this X mark if their attack charge moves them backwards into an enemy so place them wisely. Their placement reflects where they spawn rather than where they attack, so you may need to experiment with their positioning.

Armadillos are timed to thirds, but this may not be accurately displayed in the editor preview. It's better to count their timing in your head based on where you place them.

Wyrms can be placed on any beat, but their tail will always round to 1 beat after wherever you placed it i.e. 1 1/4 segments at 2 1/4 and 3 1/4 etc.

The f5 to test button seems to be a deprecated feature from the original crypt editor, so you must playtest in game if you want a more accurate recreation than the preview. A lot of the settings are also carried over from the old editor so it might be best to leave most bindings defaulted until the menu is streamlined.

Notes
I've only made one song to test the editor so far, but it took me a while to figure out how to use the editor and make the song playable in game so I hope these quick tips help streamline the process.

Features such as traps and bpm changes aren't included since I haven't tried them yet, but let me know if there's any useful info I should add or if you have any questions/issues.
8 条留言
Alfar 8 月 19 日 上午 9:43 
No matter how many times I try to reload the song, the timeline stays stuck and I can’t see the full track. I’ve tried with two songs, Canon by Justice and Planisphere by Justice, and it’s really frustrating. Everyone says you just have to reload the song, but that doesn’t work for me. On top of that, there’s no actual “Reload” option — only “load an existing song.” So I’m forced to save the current bugged timeline, and when I load it again, it just brings back the same broken timeline that’s stuck. Can someone help me?
Siluorine 6 月 17 日 上午 1:39 
how can i test my level? i don't know how to import it into the game.
Clone Fighter 3 月 10 日 上午 2:20 
- Certain shortcuts are displayed at the bottom of the screen. Notably, there's a button for locking the timeline - i.e. the arrows - to a certain point so that you can scroll back to it without clicking Preview!
- You can use the Move tool to move around the traps' duration, the portals' landing spots, the Blademasters' attack point and Wyrms' tails! Alternatively, drag to determine the duration of any trap or the length of a Wyrm when placing it (does not work for Blademasters).
(The Move tool is the one with the arrows just left of Level Settings.)
Additionally, hovering over an enemy with the Move tool will display how it will move!
<2/2>
Clone Fighter 3 月 10 日 上午 2:20 
Some things you missed and other miscellaneous tips:
- Actually, the official levels only add 4 blank beats to the start. Yes, that means there are no inputs on the first 4 beats on the song, but that makes it easier for the player to adjust to the tempo.
- The countdown WILL be entirely silent if you don't add any indicators. There is currently no way to make Cadence count down for you like she does in the official levels.
(For clarification on the above two points: both the audio and video WILL start as soon as the level loads - which means during the countdown.)
- The " Author " field in the Level Settings corresponds to YOUR name - the one creating the chart. Thought I'd make this clear.
<1/2>
awesometownrocks 2 月 22 日 下午 2:35 
For the background video stuff, I haven't had any success using online converters, but I would recommend using Handbrake, selecting webm, then changing vp9 to vp8. Ffmpeg can also do it if Handbrake doesn't work but I'm not very good with it
Leenbow 2 月 12 日 上午 7:26 
"...odd workaround: add 8*(1/(bpm/60)) of silence to the song file in an audio editor..."

In my first track after some experimentation, it seems that that formula doesn't really apply. Swapping 8 with 9 provided actually closer to perfection results, aka 9*(1/(bpm/60))
But then I still had to remove some of the silence for sync to actually look good.

In the end it was something like:
9*(1/(178.014/60))=3.0334
(1/(178.014/60))=0.337 s (this is the lenth of 1 beat)
3.033-0,045=2.988

Where 178.014 is my bmp, and 2.988 final offset (desided by experimenting). Differs from the formula result by -0.045

...idk why it ended like that, track has a slightly blurry start.
Conclusion: formula for adding silence to counter tracks playing at "3 2 1" is not universal
Voidcat  [作者] 2 月 8 日 上午 3:56 
Thanks for the feedback!

1 - All labels are decided by the creator. I've added a section on song settings that clarifies all the options available. Since difficulty ratings are self assigned, playing as many official songs as possible and rating based on them is probably the best method. There are most likely many on "easy" because an easy 1 intensity is the default option.

2 - The "variant" setting in that menu is how you add multiple difficulties. You can create 4 variants and assign them easy, normal, hard and impossible to upload a full difficulty spread.
2BiaJ 2 月 7 日 下午 9:44 
This is an excellent starter guide. I do have a couple questions, if you (or anyone) can answer them.

1) Is the difficulty/intensity label strictly up to the creator's discretion? It seems so; there are plenty of "easy" tracks on the workshop that seem to be anything but. I don't want that for mine. Is there a good metric for making sure that my description accurately reflects the actual difficulty/intensity of the level?

2) How can I upload multiple difficulty versions of the same track to one workshop item? I know it's possible.