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A comment on the idea "tap tap drinking game" in Tapulous:
"iPod" would not have been my noun of choice in that sentence. – quintopia, on June 18, 2009 18:09
A comment on the idea "tap tap drinking game" in Tapulous:
This game doesn't last long enough to get drunk, I daresay. And even if it did, alcohol is not mescaline, so it's not likely that the taps are going to eat you. – quintopia, on June 18, 2009 18:08
A comment on the idea "tap tap drinking game" in Tapulous:
no thanks. Things are too serious here as it is. – quintopia, on June 18, 2009 12:52
A comment on the question "General music vs. taps questions" in Tapulous:
I agree that there is a missing tap in this song. It bothers me but doesn't affect my ability to play it. – quintopia, on June 18, 2009 04:25
quintopia replied on June 18, 2009 04:16 to the idea "More ideas for future versions" in Tapulous:
Two words: audio feedback. The visual feedback is good, but sometimes it's ambiguous. Sounds effects whenever your multiplier changes (up or down) would be nice.
Expansion on how to revise online feedback system:
People whose rating reflects their score well should have a greater effect on the people they beat and the people who beat them.
Currently there is some measure that is used to calculate performance ratings based on the ratings of other people in the room (who beat you or whom you beat).
Thus, here's the change I propose: the database should remember the per-online-visit performance ratings (at time of departure) for the past two weeks. One's actual online rating is calculated as the mean of all these ratings. However, the performance measure is modified so that if you beat someone with a low _variance_ in this measure for the past two weeks, it counts more. For example, if you beat someone whose mean rating is currently lower than yours, but was actually higher than yours 60% of the time for the past two weeks, then you get some amount of credit for beating someone slightly better than you.
Remember: it makes sense not to ignore your error bars!-
quintopia started following the idea "Idea For Future Versions...?" in Tapulous.
quintopia shared an idea in Tapulous on June 18, 2009 04:03:
tap tap drinking gameHere's how it works: Open a few beers and set them nearby. Go into the "Hard" rooms online (so that everyone is lower rank than you) and then chug a beer between each song. See how many songs you can get through before you don't get first place.
Report back here. I think my limit is about 3 or 4.
quintopia replied on June 17, 2009 10:02 to the problem "TTR 2.6 crashes on high score list." in Tapulous:
quintopia marked one of BUFULO's replies in Tapulous as useful. BUFULO replied to the idea "Online Top 100 Database to view.".
quintopia replied on June 17, 2009 07:47 to the idea "More ideas for future versions" in Tapulous:
Some more:
Running challenges: A mode where you challenge a friend and when they beat your score, a challenge is immediately sent back to with their higher score, and then when you beat that new score it gets sent back and so on and so forth until there is a high enough score that the other person can't beat it no matter how often they try.
The same could be done with whole groups of friends where instead of getting a bunch of challenges from coming back, the highest score so far from the group replaces the previous one, so you're always racing the current leader of the group.
One-shot challenges: You select who you want to challenge (or that you want it to be a one-shot battle) before you even play the song, and whatever you get, that is the challenge that goes out. However, all challengees only get one chance to beat the challenge. If they lose, they can't play it again, ever.
And of course, Running one-shot challenges: Same as one-shot challenges except that when someone beats the challenger's score, another one-shot challenge goes out to the challenger and anyone else who won the challenge. This repeats until only one person hasn't lost and that person is declared the uber-champion and gets lots of points and street cred.
quintopia replied on June 17, 2009 07:36 to the problem "TTR 2.6 crashes on high score list." in Tapulous:
quintopia reported a problem in Tapulous on June 16, 2009 08:38:
TTR 2.6 crashes on high score list.App crashes on Ipod Touch when i try to see the global high score list on the latest update. worked fine before. touch the "global" button and *poof* it dies.
I don't want to delete my copy because i would lose all high scores, but if it comes to reinstalling, i'm willing.-
quintopia started following the idea "Online Top 100 Database to view." in Tapulous.
quintopia replied on June 16, 2009 03:41 to the idea "More ideas for future versions" in Tapulous:
A comment on the idea "More ideas for future versions" in Tapulous:
It seemed strange that the top 10 never had repeats. . . but I had no reason to believe otherwise since I couldn't see the top 100. Anyway, I'm glad to hear that, and I assume that the new score doesn't replace the old score unless it's highrer? – quintopia, on June 16, 2009 03:40
quintopia replied on June 13, 2009 05:48 to the question "About the fingers people use when playing Tap Tap Revenge 2" in Tapulous:
quintopia replied on June 13, 2009 05:33 to the idea "More ideas for future versions" in Tapulous:
Ah, I remembered another thing:
15) I want the game to remember all my scores instead of just the ones I got since I last opened the game (or, in the case of the score listed under the song title, I want it to have the highest score I ever got rather than just the last score I got on it). (This part is a bug in my copy I think, so the next part should be considered the real suggestion.) Moreover, it should only offer to submit a high score online if the highest score ever has never been submitted online and it is this score it should submit, not the latest. There is no good reason to submit a suboptimal score.
Actually, I suspect some may be opposed to this, thinking that they should be able to appear in the top ten as many times as they like, so perhaps you should just be able to choose which score in your high score list (that hasn't yet been submitted) that you want to submit.
But I would be fine with it if you can only appear once in the online score table for each song (with your highest score for that song). It would make it possible to compare yourself to other players more easily. (If you got 15th, then you're definitely the 15th best person at that song.)
quintopia replied on June 13, 2009 02:11 to the idea "More ideas for future versions" in Tapulous:
*1 can't possibly make the game any easier, since it can't possibly add anything to your score, it just keeps you from losing points you rightfully earned.
*2 keeps you from losing your streak when the low battery message comes up, and makes it so you can pause in the middle of a song without regretting if something super important comes up (unless you're in online play, where, if you don't finish by the time the next song comes up, you lose everything anyway). However, if you're thinking that being able to pause plan out the next section, unpause, run it, pause, plan, etc. etc. would make playing easier, then I will say first that I doubt it will, and second that a limit on number of pauses per song would prevent it.
*3 would make it slightly easier to stay in revenge mode since it would let one mistake be tolerated in a long while, but the game is already biased against the player in that the device doesn't always accurately record correct taps.
*4 would also make the game slightly easier in that your "home position" could wander slightly without ill effects, but again, you'd still have to use the correct fingers in the correct order at the correct times or it's not going to do you a bit of good, so really it would just be a way of compensating for sensor inadequacies. An alternative solution would be for the game to learn over time a Mixture-of-Gaussians model of your tap location so that it could learn what you intend when you tap in a particular location.
*7 would definitely make the game easier on a lot of songs, but it's a standard feature in most rhythm games, and in some cases it will make nearly impossible segments actually doable by spreading out the taps so you can see what beat they fall on. An equally good feature to include would be to color code taps by what beat they fall on like in other rhythm games. The whole red, green, blue thing is currently pointless since tapper position is sufficient to indicate where to tap.
quintopia shared an idea in Tapulous on June 12, 2009 04:35:
More ideas for future versionsIdeas for future versions (I do not want credit or compensation for any of these ideas, please just implement them whenever possible):
1) Emergency score backup: if you lose your connection or the game freezes, then you can quit, restart, and it will reload the game at the screen after the last song played. If you were playing online, it takes you back to the room and submits your final score (if connection was dropped) or last available score (if the game froze).
2) Unpause readiness: You can go ahead and put your fingers down before resuming if a tapper or hold is in the tapping zone and it will be counted as if you tapped/were holding. Shakes in the tap zone should be forgiven when resuming.
3) Revenge mode forgiveness: Basically, you can charge revenge mode while in revenge mode, at, say, half the speed you would normally charge it. Then, if you make a mistake (or, more often, you don't make a mistake but the game mistakenly thinks you did) and the re-revenge mode is already charged, you can immediately reactivate it in the usual manner. If you make a mistake before the re-revenge mode is charged, then all bars get reset as usual.
4) Benefit-of-the-doubt boundaries: The border zones between tap regions (red/green and green/blue) should count toward whichever of the two makes the most sense given the current state of the game. E.g., if tapping "red" would end a streak or break a hold, but tapping "green" does neither, and in fact would give full credit, then it counts for "green."
5) Rotatable controller: You can set the orientation of the game. That way it takes longer to wear out the touchscreen from vigorous tapping in any particular part of the screen.
6) Default skin adjustment: Move the horizon point higher on the screen so that more future taps can be seen in advance.
7) Speed control: Optimally, this would be a large slider at the top of the in-game screen that would let you change the speed/separation of approaching tappers/arrows. However, being able to select a speed immediately before the game starts would be sufficient.
8) Six/eight finger games. Landscape orientation obviously and no shaking required (since it would have to sit on a table). Playing 2 player mode by myself is getting boring (because one hand just sort of mirrors the other) and is hell on my wrists.
9) Online play room chats/status messages: Little text bubbles appear in some extra space above people's icons each update cycle.
10) Adjustment of online game rooms: Mainly the player name text needs to be made smaller or moved left, because if someone has a long name and they are also your friend, the little heart will cover up their score and rank change. Actually, it would be sufficient to use a different method of indicating friendship, like a little heart picture on their avatar.
11) Extended online profiles: Tap someone in a game room and learn more about them. Their ASL, interests, and some status message. (i'm assuming this is on its way given the message that appears when you tap someone's icon in the chat rooms, but be sure it's linked in to the game rooms as well.)
12) Some way to find friends from the game in the chat rooms.
13) Revised rank formula: From what I can tell, if I borrowed my friend's Iphone, I could easily game the system using two accounts, by using the lower-rank one to beat lots of high rank opponents (thereby dropping their scores without affecting mine), and when its rank gets high, just set it up in a game room and beat it for awhile with my regular account until it gets back to low rank again. Not that I would ever cheat like this, but I can't say someone else wouldn't or isn't already. There has to be a way to give ranks a longer memory. Perhaps the easiest thing to do would be to cap the amount of rank a person can lose on a single song.
14) Watching other players play: This would constitute the ability to select a person in a game room and then everything that happens on their screen happens on yours. Sending success ratings of every tap and shake would necessarily require more bandwidth, but since you only have to send the moves of players who are currently being watched, it won't be too bad.
If bandwidth is not a problem, then it could be cool to have a picture-in-picture in online mode where you can watch the person who is ahead of you (or just behind you if you're in first place) and get all excited when they make mistakes.
Hmm, that's all for now, but I'll probably keep coming up with more as I continue to play. Thanks for a great free game!-
quintopia started following the question "Getting an Idea of Score Improvement After Online Matches" in Tapulous.
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