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Normally, with TR, the first object always comes from the right, and each following object will have an incoming path rotated by 22.5° (=90°/4) clockwise.
normal.mp4
But spinners break this rule in very unpredictable, although consistent ways, when I repeat the same exact actions.
Here, the 3rd combo set breaks and rotates way more than it's supposed to.
long spinner after 1st combo set (no spin)
long.spinner.1.no.spin.mp4
Spinning it seems to affect the 3rd combo set the same way as not spinning it would, but now it also messed with the 4th combo set. (The amount being spun might be what matters but I haven't tested that.)
long spinner after 1st combo set (yes spin)
long.spinner.1.yes.spin.mp4
Using a short spinner affects the paths differently than in the previous videos.
short spinner after 1st combo set (no spin)
short.spinner.1.no.spin.mp4
Weirdly enough, this case doesn't look very similar to the long spinner after 1st combo set (no spin)video, despite the only difference being that I introduced the spinner one combo set later.
long spinner after 2nd combo set (no spin)
long.spinner.2.no.spin.mp4
The expected behavior would probably be to make it rotate the next path by 22.5° like other objects do. But if you think that makes it look too boring (which I imagine it would), an alternative is to make it rotate by an amount that's dependent on the spinner's length.
I can understand if it doesn't seem like an issue. A perspective I'd like to bring then is my own, because I play a lot with EZTR.
TR with low AR makes the circles move a very long distance, and so having the same pattern come from different angles makes some of them feel very different compared to a previous attempt, That in itself doesn't seem like much of an issue but it introduces a luck factor to the mod. And I don't like accidentally spinning just the right amount to make this pattern easy to read.
Another situation I encounter with EZTR is when a circle moves towards the top of the screen, but from above. Those feel very unfair to react to, but I can at least compensate with memorization, I just need to remember and be ready for that one circle. But having spinners randomize the angles just makes it impossible to compensate for unfair circles.
Type
Game behaviour
Bug description
Normally, with TR, the first object always comes from the right, and each following object will have an incoming path rotated by 22.5° (=90°/4) clockwise.
normal.mp4
But spinners break this rule in very unpredictable, although consistent ways, when I repeat the same exact actions.
Here, the 3rd combo set breaks and rotates way more than it's supposed to.
long spinner after 1st combo set (no spin)
long.spinner.1.no.spin.mp4
Spinning it seems to affect the 3rd combo set the same way as not spinning it would, but now it also messed with the 4th combo set. (The amount being spun might be what matters but I haven't tested that.)
long spinner after 1st combo set (yes spin)
long.spinner.1.yes.spin.mp4
Using a short spinner affects the paths differently than in the previous videos.
short spinner after 1st combo set (no spin)
short.spinner.1.no.spin.mp4
Weirdly enough, this case doesn't look very similar to the
long spinner after 1st combo set (no spin)
video, despite the only difference being that I introduced the spinner one combo set later.long spinner after 2nd combo set (no spin)
long.spinner.2.no.spin.mp4
The expected behavior would probably be to make it rotate the next path by 22.5° like other objects do. But if you think that makes it look too boring (which I imagine it would), an alternative is to make it rotate by an amount that's dependent on the spinner's length.
Screenshots or videos
No response
Version
2025.101.0-lazer
Logs
compressed-logs.zip
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