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Take 0

▶ Gameplay video

A keyboard rhythm game built as an homage to DJMAX.

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Screenshots

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2

Usage

  • play.exe: the game itself
  • make.exe: note data editor
  • config.exe: key bindings, scroll speed, and offset settings
  • Scroll speed: 1–5 in steps of 0.5, / to adjust
  • Pause during play: Esc

Scoring

  • Score:
    • Base max of 300,000 points, plus bonus points from fever multipliers. (An all-Awesome full combo with no fever active scores exactly 300,000.)
    • Per-note points are Awesome : Cool : Good : Bad = 5 : 3 : 2 : 1.
    • Long notes are only scored at their head and tail; combo count has no effect on score.
    • Fever score multipliers: ×2 → 1.05x, ×3 → 1.1x, ×4 → 1.15x, ×5 → 1.2x.
  • Judgment windows: Awesome ±0.05s, Cool ±0.1s, Good ±0.15s, Bad ±0.25s, Break (a miss), Fault (an indirect miss).
  • HP:
    • Max gauge of 200; each note restores Awesome 5, Cool 3, Good 2, Bad 1.
    • The held middle of a long note restores 1 every 0.1s.
    • A Break costs 10, a Fault costs 5.
  • Fever:
    • Has ×2 through ×5 tiers; every tier lasts 10 seconds once activated. (Activating at the ×5 tier triggers a ×5 fever.)
    • Max gauge of 200; only Awesome and Cool judgments restore 5 each, and the held middle of a long note restores 2 every 0.1s.
    • Once full, press the fever key to activate it.
    • A Break judgment ends an active fever. (It doesn't affect the gauge itself.)
  • Combo:
    • Increases in proportion to the active fever tier.
    • The held middle of a long note adds to the combo every 0.1s.
  • Accuracy (%): (100 × Awesome + 80 × Cool + 60 × Good + 30 × Bad) / (Awesome + Cool + Good + Bad)
  • Rank:
    • Based on accuracy.
    • F on a fail, otherwise SSS at 99%+, SS at 98%+, S at 97%+, AA at 94%+, A at 90%+, B at 70%+, C at 30%+, D below 30%.

Notes

  • Playing requires a song (.mp3), album art (.jpg/.png), and note data (.note).
  • Offset can be adjusted within ±250ms.
  • Optimization is rough, so stuttering can happen — a higher-spec machine is recommended.
  • The program may crash on load if the file size is too large.
  • Note data can be created by pressing keys live in the note editor.

Creating Note Data

  • For correct tags and sync, songs downloaded from Melon (for Korean users) are recommended.
  • For album art, the 200×200 image from a Bugs (for Korean users) search result works well.
  • A BPM finder useful for creating note data: https://vocalremover.org/key-bpm-finder
  • Notes can be charted by pressing the keys live, in time with the song.
  • Option reference:
    • KEY MODE: 4 to 8 keys
    • BPM: the song's BPM, needed since notes are generated relative to it.
    • MAXIMUM NOTES PER A BEAT (leaving this at default is recommended):
      • Sets how many subdivisions count as the smallest unit within one beat.
      • For example, at 4 with a BPM of 100, one beat is 0.6s, so the shortest note interval becomes 0.15s.
    • MINIMUM LENGTH OF LONG NOTES (leaving this at default is recommended):
      • A generated long note's hold duration must exceed this value — anything shorter is created as a regular note instead.

About

  • Timeline: 2015-06-05 – 2015-06-11; 2018-12-18; 2022-07-08 – 2022-07-30
  • Latest version: v1.1.0 (July 30, 2022)
  • Environment: Adobe Flash CS6, ActionScript 3
  • Platform: Windows

Changelog

  • v1.1.0 (July 30, 2022):
    • Added an offset setting.
    • Fixed a bug where fever time kept counting down while paused.
  • v1.0.0 (July 28, 2022):
    • Loosened the judgment thresholds and added a pause menu.
    • Other bug fixes and edge-case handling.
  • Beta (July 26, 2022):
    • Added the HP and fever system.
    • Added a hash value to verify note data integrity.
    • Changed the judgment and scoring systems, and added a results screen.
    • Added an options menu and a separate settings program.
    • Expanded from 6-key only to 4–8 key modes.
    • Made note timing BPM-based — the note interval, previously fixed regardless of the song, is now computed per song from an entered BPM.
    • Ported from ActionScript 2.0 to 3.0.
  • 2018-12-18:
    • Added loading note data from a file, and the note editor (make.exe) used to create it — until then, the game only played back hardcoded note data.
    • Added a rough scoring system, put together in a single day.
    • The note interval was still fixed, independent of the song's BPM.
  • 2015-06-05 – 2015-06-11:
    • First version — hardcoded note data, a fixed note interval, judgment, and combo counting.

github.com/canplane/Take-0

About

A keyboard rhythm game built as an homage to DJMAX — Jun 2015 – Jul 2022

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