NEWS - Check out the latest news regarding my projects & other stuff here!
2016.05.25
News page is going to change in the coming days!
A new post already? Blasphemy!
Anyway, I'm just letting you all know that the "News" page is going to be changed completely in the upcoming days.
You may have also noticed that the "Contact Me" page has been removed.
Anyway, don't worry, it'll be a change that'll benefit everyone by a large margin. I hope.
-Site Owner.
Anyway, I'm just letting you all know that the "News" page is going to be changed completely in the upcoming days.
You may have also noticed that the "Contact Me" page has been removed.
Anyway, don't worry, it'll be a change that'll benefit everyone by a large margin. I hope.
-Site Owner.
2016.05.20
Approaching our 2 year anniversarry, let's talk about osu! mapping!
It has been a while, but hello! Not really sure how many people will decide to read this, but at least I'm writing something.
So, on June 20th, 2014 - this website launched for the first time. Over its 2 years, it's seen lots of drastic changes. It used to have an ugly as hell interface, there was generally lots of clutter, et cetera. There were lots of things wrong with it. Now, I'd personally say the website looks sleak, though it's still a huge mess. But I guess I don't really have to worry, since no one really comes here a lot.
Anyway, despite it being almost 2 years since the website had launched, I don't really have much planned. Mainly a few more website clean-ups and I'll try to post here more frequently about things I want to talk about, such as this post.
So, let's talk about mapping in osu!
First of all, to any new visitors who've never heard of osu! - osu! is a free rhythm game basically that can be downloaded here - http://osu.ppy.sh/
Here's a gameplay video of the game's main game mode. The game also has 3 other game modes, being Taiko, osu!mania & Catch the Beat.
That game has an editor where you can take a song and make a beatmap out of the song itself for others to play, which is gonna be the focus of today's post.
Regardless...I first started mapping in osu! at around June 2015. I submitted my first map - Woody Alien - Don't Stop (later found out it was called Alchemist Project - Don't Stop, so it was later renamed). I had no prior knowledge of using the editor or anything about mapping whatsoever, so the map ended up being rather terrible, with repetitive cicles and sliders being rarer than blue moons. Back then, I had no idea what even Kiai time was, or timing points! I even had trouble setting up the offset & BPM! (well, I still do, but not on as huge of a margin as back then!) If you're trying to imagine how it used to play back then, then, like I said, - imagine a 3 minute 120BPM map where you only have to click circles in a 1/4 beat with no patterns & some of the timings being awfully off.
When I received criticism for the map, I took it very negatively. Trying something new really discourages you from continuing it when you start to realize how much time it takes and how wrong you end up doing it and I didn't end up touching the editor much after.
At around August 2015, something clicked inside of me. It was about...a month since I have become a full on Hyperdimension Neptunia fan and back then, only recently started to play the 3rd game in the series, named Hyperdimension Neptunia Victory for PS3. That game's opening sequence, named "Kami Jigen! Fortune Material" - captivated me - catchy, great vocals, great visuals, basically - I loved it. I wanted to find a beatmap of the song on osu!, and to my surprise - I ended up finding one, however, let's say that it wasn't good. At all. There were a lot of mistimed sliders, circles, the offset is set completely wrong, the BPM is miscalculated - basically, it sucked. At the time, I thought to myself "I bet I can do a lot better than that", despite only having 1 map under my belt at the time, I still went with it. And thus, my very own version of nao's "Kami Jigen! Fortune Material" was born. When I initially released it, it had only 1 difficulty - Light Insane (now named Hard). And most of my friends who played Don't Stop were shocked to see how much better my Light Insane difficulty on Kami Jigen was than Don't Stop's difficulty! And getting this praise motivated me to continue mapping.
With this map - I learned what Kiai time was for the first time. I learned of timing points, of different BPM settings. of the most basic hitsounding - I learned a lot! I still ended up asking my friends, who were more experienced mappers, for advice on BPM & Offset, but through all the critique I've received on Kami Jigen's difficulty, I really ended up learning a lot and to this day - I am thankful to not only all the people who helped me back then with that map, but also to myself for not giving up.
With this new motivation, I ended up making 2 new difficulties - Normal & VICTORY. First came Normal. It was my first ever attempt at something 1 or 2 stars and I thought that I could use the same things I learned from Don't Stop & the previous Light Insane difficulty to make this Normal difficulty, however, I've learned that there are more strict guidelines one must follow for Normal-esque difficulties and the Normal difficulty ended up being a total disaster, with the difficulty being officially removed from the map on March 3rd, 2016. After the difficulty's removal, I consulted with one of the guest difficulty owners for him to possibly remap his "Easy" difficulty into a "Normal" one, with it becoming "mcwc2307's Normal" the following day and has stayed like that since. And I haven't made a "Normal" type difficulty since the removal of the Normal difficulty from Kami Jigen either.
VICTORY is a different story. Originally, I set out the map to be a 5 star map, with me trying to include as many streams & jumps as I possibly could, with this difficulty also being my first attempt at making something truly difficult. There were only a few rules. No literally impossible jumps or streams. Everything else was a basic free-for-all and for having the experience I did back then - I say I did an okay job at the time. However, when I had finished mapping it, I was disappointed when I found out that I had only made the map 4,93 stars at the time. I wanted it to be at least 5,10! So I made the worst possible thing any inexperienced mapper could do - I reduced it to CS6 (small), from CS4 (normal) (CS being Circle Size, not Counter-Strike for those wondering...). And so, the map became 5,44 stars. Finally! The map is at the point where I want it to be! I was happy. But players were not. I remember getting PM'd by various modders to change the CS back down to 4 or something among the lines of 4.5. I wildly refused, calling anyone who couldn't play it a "total noob". But after playing through the map myself, I decided to change it back down to around CS4, since even I had trouble playing the map.
After that, a swarm of mods came in, and eventually - the difficulty ended up becoming 4,45 stars - almost 1 entire star lower than its peak before.
Since March 6th, 2016 - I have completely ceased to update the map itself. Not even responding to the guest difficulty owners asking me to update their versions on my mapset, with me telling them to submit it to their own mapsets if they like.
What's next for this map is basically nothing. I do not plan to update it anymore and it'll just sit there as a sort of memorial. A memorial of my second ever osu! beatmap - the one I've worked on THE MOST out of all the beatmaps I've ever made, yet it ends up being one of the worst I've made, at least by popular playtester opinion.
What I owe the map, though, is a complete re-map. Possibly this summer, I plan to remap Kami Jigen, at least the VICTORY difficulty, and truly showcase what I can do today, but for now - let's move on.
September 2015. About 2 weeks after my PC had died. I encounter some Neptunia meme, named "REMOVE EGGPLANT", which is a parody on the "REMOVE KEBAB" meme. It was a short 20 second song, so I decided to map it and thus - REMOVE EGGPLANT by me was born. However, the map didn't last long. It was supposed to be a troll map, not to be taken seriously and I didn't really end up putting much effort into it. The map was officially trashed on December 2015, so it's no longer available, except as a mirror on my osu! profile.
The next 3 maps don't really have an intricate story to tell, so I'll keep this one brief. I made a few more maps after REMOVE EGGPLANT, being Nine Circles (Short Ver.), a "Hard" guest difficulty for a friend's map on nao's "Symmetric Generation" song and a beatmap of Helblinde's old song named "Ritsuen". Not much effort was put into these maps, most of them being deleted, apart from the guest difficulty. Out of these, I'd definitely say that Ritsuen was my best map, but even then - that map had some...questionable things in it. Overall - I didn't end up learning much from these, other than a "Convert Slider to Stream" feature in Ritsuen, which, while useful, I didn't end up using a lot in the future.
But as for my next map...let's say I tried a bit too hard on this one. Around January 2016, I ended up joining some sort of small anime community, which had an "Internet Radio" feature in it. Through that community - I was introduced to the vocaloid world outside of Hatsune Miku for the first time ever and had a listen to some really great vocaloid songs, one of them being a remix of CREATIVE from Don't Hug Me, I'm Scared. I loved it. The song was incredible to me. And just like with Kami Jigen! Fortune Material, I tried searching up a beatmap of the song to play. However, this time - I found nothing. I'm serious, this song had no beatmap of it! And this was my chance. No one made a beatmap out of this song yet. I could be the first one! And so, I opened the editor, slapped the song in and begun work. From 8 AM to around 3 PM - I mapped without break. Cicle after circle, slider after slider, spinner after spinner. And finally - it was finalized & released! While the mapping quality isn't really on-par with what I can do today, I am overall proud of what I had done in that map. Open it up in the editor and you can really see that I worked A LOT on that map. Hitsounding being the main focus here. Yes, I was practicing mainly hitsounding with this song - what types of sounds to use, when to use them, etc. and overall - I learned much about hitsounding from that map. I am planning a bit of an improvement to the map, because I really feel as if the current version isn't that...good. But yeah - being the first one to map the song & learning in the process makes me feel good about it to this very day. My friends like to describe the map as "awful, yet fun", which is a trend that continued over the rest of my maps after CREATIVE.
Now we're getting to the so-called "Modern Era". This is basically the maps I made nowadays & still support.
First one being "furioso melodia" by gmtn. (witch's slave). The amount of hours I've spent working on this map is unbelievable for me personally. Originally, I spent about 17 hours mapping the very first version of the map ever, with an additional 11 days of waiting to submit the map. But those 11 days of waiting were the most challenging parts of the entire process for me personally, not because I had to play the waiting game - but because people wanted to mod my map while it was still unsubmitted. The amount of negative backlash I received at the time was honestly heartbreaking. "your timings fucking suck" "none of this shit matches up" "do you even fucking know that this song is 1/3 and 1/6 and not 1/4? fucking retard" was very very common. No one seemed like they wanted to help me fix issues on the map, everyone I asked to playtest & mod just dismissed my map as horrible. And I was planning to not submit the map entirely at one point. However, one guy was actually willing to not only help me with the map & fix basically everything, but he also decided to teach me how to map in 1/3 and 1/6. I really wish I could remember the guy's username, but he was such an angel about this, it's unbelievable. After all that negative backlash & everyone hating the map in its original state, this one guy decided to be nice & helpful to me...anyway, he taught me 1/3 & 1/6, told me where exactly I should use 1/3 & 1/6, and with his advice - my map magically started to fit timings almost perfectly! I was happy, really! I started to get motivation & hope back for my furioso melodia map, I sent out the map to the same people who called it bad and they started to change their opinions, calling it "not as bad tbh". All of this was around 2 days before I could submit the map, due to the beatmap submission limit of 3 active beatmaps at once.
Once I could submit the map - I did, alongside a Reddit post which actually ended up being successful, with the community providing an unmeasurable amount of useful feedback that wasn't "wow this fucking sucks"! (expect for 1 guy).
With each day passing, I keep thinking of new ways I could improve my furioso melodia map. What kind of patterns I could try, how should I set my timing and I still do this to this very day!
This map made me lose motivation, gain it back, then lose it again and then gain it back!
The map taught me 1/3 and 1/6, the map gave me ideas for other maps - the map showed me that the osu! community can be helpful, if the right time & place is picked.
I love my furioso melodia map, and with it having 20 favorites, as of writing this post, it's my most successful map I've ever made on osu!
I really hope I get to keep improving the map, maybe even one day I could rank it, haha.
And now - the last map. Chipzel - Waiting.
I don't really have much to say about this one. I mapped it for fun in under a day and I just wanted to put my skills to the test. My friends call it a fun map and it's by far the hardest map I've ever made without resorting to artificial methods, such as decreasing the circle size.
Overall - what's the point of this entire post?
It's a message to newbie osu! mappers, from another newbie mapper - don't be afraid, don't lose motivation. Receiving criticism on your creations is harsh & painful, I know. I've lived through the worst with my few first maps & my furioso melodia map. But don't give up. Your map can be made great. If you feel like it can't - start fresh. Abandon your old map if you have to and map a new song.
The more you map - the more you learn!
I hope you found this relatively interesting.
If any of you want to try my deleted maps (ones that I didn't link in this post) - you can do so by going to my osu! profile here, scrolling my userpage down a bit to the "My maps" section.
Reading wasn't your thing or it didn't give enough information as you liked? Then just play the maps themselves and have a look for yourself on how much I've progressed.
Thanks for reading, see you in a few months with my next post!
-Site Owner
So, on June 20th, 2014 - this website launched for the first time. Over its 2 years, it's seen lots of drastic changes. It used to have an ugly as hell interface, there was generally lots of clutter, et cetera. There were lots of things wrong with it. Now, I'd personally say the website looks sleak, though it's still a huge mess. But I guess I don't really have to worry, since no one really comes here a lot.
Anyway, despite it being almost 2 years since the website had launched, I don't really have much planned. Mainly a few more website clean-ups and I'll try to post here more frequently about things I want to talk about, such as this post.
So, let's talk about mapping in osu!
First of all, to any new visitors who've never heard of osu! - osu! is a free rhythm game basically that can be downloaded here - http://osu.ppy.sh/
Here's a gameplay video of the game's main game mode. The game also has 3 other game modes, being Taiko, osu!mania & Catch the Beat.
That game has an editor where you can take a song and make a beatmap out of the song itself for others to play, which is gonna be the focus of today's post.
Regardless...I first started mapping in osu! at around June 2015. I submitted my first map - Woody Alien - Don't Stop (later found out it was called Alchemist Project - Don't Stop, so it was later renamed). I had no prior knowledge of using the editor or anything about mapping whatsoever, so the map ended up being rather terrible, with repetitive cicles and sliders being rarer than blue moons. Back then, I had no idea what even Kiai time was, or timing points! I even had trouble setting up the offset & BPM! (well, I still do, but not on as huge of a margin as back then!) If you're trying to imagine how it used to play back then, then, like I said, - imagine a 3 minute 120BPM map where you only have to click circles in a 1/4 beat with no patterns & some of the timings being awfully off.
When I received criticism for the map, I took it very negatively. Trying something new really discourages you from continuing it when you start to realize how much time it takes and how wrong you end up doing it and I didn't end up touching the editor much after.
At around August 2015, something clicked inside of me. It was about...a month since I have become a full on Hyperdimension Neptunia fan and back then, only recently started to play the 3rd game in the series, named Hyperdimension Neptunia Victory for PS3. That game's opening sequence, named "Kami Jigen! Fortune Material" - captivated me - catchy, great vocals, great visuals, basically - I loved it. I wanted to find a beatmap of the song on osu!, and to my surprise - I ended up finding one, however, let's say that it wasn't good. At all. There were a lot of mistimed sliders, circles, the offset is set completely wrong, the BPM is miscalculated - basically, it sucked. At the time, I thought to myself "I bet I can do a lot better than that", despite only having 1 map under my belt at the time, I still went with it. And thus, my very own version of nao's "Kami Jigen! Fortune Material" was born. When I initially released it, it had only 1 difficulty - Light Insane (now named Hard). And most of my friends who played Don't Stop were shocked to see how much better my Light Insane difficulty on Kami Jigen was than Don't Stop's difficulty! And getting this praise motivated me to continue mapping.
With this map - I learned what Kiai time was for the first time. I learned of timing points, of different BPM settings. of the most basic hitsounding - I learned a lot! I still ended up asking my friends, who were more experienced mappers, for advice on BPM & Offset, but through all the critique I've received on Kami Jigen's difficulty, I really ended up learning a lot and to this day - I am thankful to not only all the people who helped me back then with that map, but also to myself for not giving up.
With this new motivation, I ended up making 2 new difficulties - Normal & VICTORY. First came Normal. It was my first ever attempt at something 1 or 2 stars and I thought that I could use the same things I learned from Don't Stop & the previous Light Insane difficulty to make this Normal difficulty, however, I've learned that there are more strict guidelines one must follow for Normal-esque difficulties and the Normal difficulty ended up being a total disaster, with the difficulty being officially removed from the map on March 3rd, 2016. After the difficulty's removal, I consulted with one of the guest difficulty owners for him to possibly remap his "Easy" difficulty into a "Normal" one, with it becoming "mcwc2307's Normal" the following day and has stayed like that since. And I haven't made a "Normal" type difficulty since the removal of the Normal difficulty from Kami Jigen either.
VICTORY is a different story. Originally, I set out the map to be a 5 star map, with me trying to include as many streams & jumps as I possibly could, with this difficulty also being my first attempt at making something truly difficult. There were only a few rules. No literally impossible jumps or streams. Everything else was a basic free-for-all and for having the experience I did back then - I say I did an okay job at the time. However, when I had finished mapping it, I was disappointed when I found out that I had only made the map 4,93 stars at the time. I wanted it to be at least 5,10! So I made the worst possible thing any inexperienced mapper could do - I reduced it to CS6 (small), from CS4 (normal) (CS being Circle Size, not Counter-Strike for those wondering...). And so, the map became 5,44 stars. Finally! The map is at the point where I want it to be! I was happy. But players were not. I remember getting PM'd by various modders to change the CS back down to 4 or something among the lines of 4.5. I wildly refused, calling anyone who couldn't play it a "total noob". But after playing through the map myself, I decided to change it back down to around CS4, since even I had trouble playing the map.
After that, a swarm of mods came in, and eventually - the difficulty ended up becoming 4,45 stars - almost 1 entire star lower than its peak before.
Since March 6th, 2016 - I have completely ceased to update the map itself. Not even responding to the guest difficulty owners asking me to update their versions on my mapset, with me telling them to submit it to their own mapsets if they like.
What's next for this map is basically nothing. I do not plan to update it anymore and it'll just sit there as a sort of memorial. A memorial of my second ever osu! beatmap - the one I've worked on THE MOST out of all the beatmaps I've ever made, yet it ends up being one of the worst I've made, at least by popular playtester opinion.
What I owe the map, though, is a complete re-map. Possibly this summer, I plan to remap Kami Jigen, at least the VICTORY difficulty, and truly showcase what I can do today, but for now - let's move on.
September 2015. About 2 weeks after my PC had died. I encounter some Neptunia meme, named "REMOVE EGGPLANT", which is a parody on the "REMOVE KEBAB" meme. It was a short 20 second song, so I decided to map it and thus - REMOVE EGGPLANT by me was born. However, the map didn't last long. It was supposed to be a troll map, not to be taken seriously and I didn't really end up putting much effort into it. The map was officially trashed on December 2015, so it's no longer available, except as a mirror on my osu! profile.
The next 3 maps don't really have an intricate story to tell, so I'll keep this one brief. I made a few more maps after REMOVE EGGPLANT, being Nine Circles (Short Ver.), a "Hard" guest difficulty for a friend's map on nao's "Symmetric Generation" song and a beatmap of Helblinde's old song named "Ritsuen". Not much effort was put into these maps, most of them being deleted, apart from the guest difficulty. Out of these, I'd definitely say that Ritsuen was my best map, but even then - that map had some...questionable things in it. Overall - I didn't end up learning much from these, other than a "Convert Slider to Stream" feature in Ritsuen, which, while useful, I didn't end up using a lot in the future.
But as for my next map...let's say I tried a bit too hard on this one. Around January 2016, I ended up joining some sort of small anime community, which had an "Internet Radio" feature in it. Through that community - I was introduced to the vocaloid world outside of Hatsune Miku for the first time ever and had a listen to some really great vocaloid songs, one of them being a remix of CREATIVE from Don't Hug Me, I'm Scared. I loved it. The song was incredible to me. And just like with Kami Jigen! Fortune Material, I tried searching up a beatmap of the song to play. However, this time - I found nothing. I'm serious, this song had no beatmap of it! And this was my chance. No one made a beatmap out of this song yet. I could be the first one! And so, I opened the editor, slapped the song in and begun work. From 8 AM to around 3 PM - I mapped without break. Cicle after circle, slider after slider, spinner after spinner. And finally - it was finalized & released! While the mapping quality isn't really on-par with what I can do today, I am overall proud of what I had done in that map. Open it up in the editor and you can really see that I worked A LOT on that map. Hitsounding being the main focus here. Yes, I was practicing mainly hitsounding with this song - what types of sounds to use, when to use them, etc. and overall - I learned much about hitsounding from that map. I am planning a bit of an improvement to the map, because I really feel as if the current version isn't that...good. But yeah - being the first one to map the song & learning in the process makes me feel good about it to this very day. My friends like to describe the map as "awful, yet fun", which is a trend that continued over the rest of my maps after CREATIVE.
Now we're getting to the so-called "Modern Era". This is basically the maps I made nowadays & still support.
First one being "furioso melodia" by gmtn. (witch's slave). The amount of hours I've spent working on this map is unbelievable for me personally. Originally, I spent about 17 hours mapping the very first version of the map ever, with an additional 11 days of waiting to submit the map. But those 11 days of waiting were the most challenging parts of the entire process for me personally, not because I had to play the waiting game - but because people wanted to mod my map while it was still unsubmitted. The amount of negative backlash I received at the time was honestly heartbreaking. "your timings fucking suck" "none of this shit matches up" "do you even fucking know that this song is 1/3 and 1/6 and not 1/4? fucking retard" was very very common. No one seemed like they wanted to help me fix issues on the map, everyone I asked to playtest & mod just dismissed my map as horrible. And I was planning to not submit the map entirely at one point. However, one guy was actually willing to not only help me with the map & fix basically everything, but he also decided to teach me how to map in 1/3 and 1/6. I really wish I could remember the guy's username, but he was such an angel about this, it's unbelievable. After all that negative backlash & everyone hating the map in its original state, this one guy decided to be nice & helpful to me...anyway, he taught me 1/3 & 1/6, told me where exactly I should use 1/3 & 1/6, and with his advice - my map magically started to fit timings almost perfectly! I was happy, really! I started to get motivation & hope back for my furioso melodia map, I sent out the map to the same people who called it bad and they started to change their opinions, calling it "not as bad tbh". All of this was around 2 days before I could submit the map, due to the beatmap submission limit of 3 active beatmaps at once.
Once I could submit the map - I did, alongside a Reddit post which actually ended up being successful, with the community providing an unmeasurable amount of useful feedback that wasn't "wow this fucking sucks"! (expect for 1 guy).
With each day passing, I keep thinking of new ways I could improve my furioso melodia map. What kind of patterns I could try, how should I set my timing and I still do this to this very day!
This map made me lose motivation, gain it back, then lose it again and then gain it back!
The map taught me 1/3 and 1/6, the map gave me ideas for other maps - the map showed me that the osu! community can be helpful, if the right time & place is picked.
I love my furioso melodia map, and with it having 20 favorites, as of writing this post, it's my most successful map I've ever made on osu!
I really hope I get to keep improving the map, maybe even one day I could rank it, haha.
And now - the last map. Chipzel - Waiting.
I don't really have much to say about this one. I mapped it for fun in under a day and I just wanted to put my skills to the test. My friends call it a fun map and it's by far the hardest map I've ever made without resorting to artificial methods, such as decreasing the circle size.
Overall - what's the point of this entire post?
It's a message to newbie osu! mappers, from another newbie mapper - don't be afraid, don't lose motivation. Receiving criticism on your creations is harsh & painful, I know. I've lived through the worst with my few first maps & my furioso melodia map. But don't give up. Your map can be made great. If you feel like it can't - start fresh. Abandon your old map if you have to and map a new song.
The more you map - the more you learn!
I hope you found this relatively interesting.
If any of you want to try my deleted maps (ones that I didn't link in this post) - you can do so by going to my osu! profile here, scrolling my userpage down a bit to the "My maps" section.
Reading wasn't your thing or it didn't give enough information as you liked? Then just play the maps themselves and have a look for yourself on how much I've progressed.
Thanks for reading, see you in a few months with my next post!
-Site Owner
2016.01.08
Website tweaks
Greetings visitors.
You may have noticed that the website is structured a bit differently.
I added some text in a few areas and corrected grammatical, as well as style-related errors all around the website.
I've also split a certain category from the FAQ to its own separate page named Developer Trivia, as well as updated my contact info and a couple of other misc. things.
Hope it looks a bit "cleaner".
Also, for any past, present and future blog updates, I will now stylize myself as "Site Owner".
-Site Owner
You may have noticed that the website is structured a bit differently.
I added some text in a few areas and corrected grammatical, as well as style-related errors all around the website.
I've also split a certain category from the FAQ to its own separate page named Developer Trivia, as well as updated my contact info and a couple of other misc. things.
Hope it looks a bit "cleaner".
Also, for any past, present and future blog updates, I will now stylize myself as "Site Owner".
-Site Owner
2015.09.03
Over 1 year of service, current project & website update!
Hey guys, been a while.
So, let's start with the big news - it's been a little bit over a year since the website first launched!
I know I'm late with this, but on June 20th, 2014, the website launched for the first time! It's also the day when SHfOH was first released! Happy (late) 1 year anniversarry to SHfOH & this website, yay!
On September 20th, it's gonna be Boson X for Open Hexagon's 1st birthday, and October 12th - Super Hexagon 2's!
Can't believe how time flew by.
Anyway, some of you have been wondering - what am I currently working on?
Well - I'm working on a brand new osu! beatmap! You can click here to get to the beatmap download page & here to get to the beatmap thread! Remember that you need an official, osu.ppy.sh account to download the map & post on the thread. So, make sure you have those!
I update it quite frequently & am looking for mods.
I was also working (& completed) on a different osu! beatmap!
Here's a link to the download page, and here's a link to the beatmap thread.
And lastly - I've (finally) updated the website.
I have removed all dead links, fixed a few page names, removed my (old) banner from all the pages.
I've also posted my old, completely deleted, completely terrible, first osu! beatmap in the "Cancelled Projects" section on the Early Access page. If you want to know my humble beginnings in osu! mapping, check it out. I don't guarantee you'll have a great time though, since it's really, really bad. Really.
That is all, see you in a few months (or years, maybe) with my next update!
Cheers.
-Site Owner
So, let's start with the big news - it's been a little bit over a year since the website first launched!
I know I'm late with this, but on June 20th, 2014, the website launched for the first time! It's also the day when SHfOH was first released! Happy (late) 1 year anniversarry to SHfOH & this website, yay!
On September 20th, it's gonna be Boson X for Open Hexagon's 1st birthday, and October 12th - Super Hexagon 2's!
Can't believe how time flew by.
Anyway, some of you have been wondering - what am I currently working on?
Well - I'm working on a brand new osu! beatmap! You can click here to get to the beatmap download page & here to get to the beatmap thread! Remember that you need an official, osu.ppy.sh account to download the map & post on the thread. So, make sure you have those!
I update it quite frequently & am looking for mods.
I was also working (& completed) on a different osu! beatmap!
Here's a link to the download page, and here's a link to the beatmap thread.
And lastly - I've (finally) updated the website.
I have removed all dead links, fixed a few page names, removed my (old) banner from all the pages.
I've also posted my old, completely deleted, completely terrible, first osu! beatmap in the "Cancelled Projects" section on the Early Access page. If you want to know my humble beginnings in osu! mapping, check it out. I don't guarantee you'll have a great time though, since it's really, really bad. Really.
That is all, see you in a few months (or years, maybe) with my next update!
Cheers.
-Site Owner
2015.07.17
Website issues fixed!
From what I can tell, the theme issue with the "More..." button not expanding has been fixed.
Thanks, Weebly!
-Site Owner
Thanks, Weebly!
-Site Owner
2015.07.06
Current issues with the website
Visitors have recently reported to me that the website's "More..." button does not properly expand to reveal the extra pages.
I am here to inform that issue is out of my reach, as this is an issue on Weebly's side and with their themes.
My recommendation would be for you to wait until the theme issue is fixed.
Until then, if you need to enter one of the extra pages, copy and paste one of these URLs:
http://shfoh.weebly.com/contact-me.html
http://shfoh.weebly.com/older-versions.html
http://shfoh.weebly.com/early-access.html
http://shfoh.weebly.com/updates.html
Those are all the extra pages the "More..." button won't show.
I'll update you guys on when this issue is fixed.
~Site Owner
I am here to inform that issue is out of my reach, as this is an issue on Weebly's side and with their themes.
My recommendation would be for you to wait until the theme issue is fixed.
Until then, if you need to enter one of the extra pages, copy and paste one of these URLs:
http://shfoh.weebly.com/contact-me.html
http://shfoh.weebly.com/older-versions.html
http://shfoh.weebly.com/early-access.html
http://shfoh.weebly.com/updates.html
Those are all the extra pages the "More..." button won't show.
I'll update you guys on when this issue is fixed.
~Site Owner
2015.06.04 - Update 2
It's released.
There, I have released the level pack.
It's in the "Early Access" page under the canceled projects category.
Please enjoy.
~Site Owner
It's in the "Early Access" page under the canceled projects category.
Please enjoy.
~Site Owner
2015.06.04
Final announcement regarding my pack
After some careful decision making and complications with developing the pack, I am here to announce something.
I am halting all development on the level pack.
That's right, development on the level pack has been completely canceled.
There have been complications with setting up timing with the levels and I just could not get myelf to do any more progress on the pack than I already have.
I will be releasing the pack (as much as I've done anyway) and I'll post it later on in the "Early Access" tab. Though if you'll experience any crashes, I won't fix anything. Development on the pack has been halted completely and issues with it won't be fixed.
That said, however, anyone will be free to take it and finish development if you want. I'm not holding anyone back.
This also marks my end with developing for Open Hexagon.
As of now, I announce that I am quitting modding for Open Hexagon and will be moving on towards bigger, better things.
Thanks for the thrills, guys, but it has to end some day.
~Site Owner
I am halting all development on the level pack.
That's right, development on the level pack has been completely canceled.
There have been complications with setting up timing with the levels and I just could not get myelf to do any more progress on the pack than I already have.
I will be releasing the pack (as much as I've done anyway) and I'll post it later on in the "Early Access" tab. Though if you'll experience any crashes, I won't fix anything. Development on the pack has been halted completely and issues with it won't be fixed.
That said, however, anyone will be free to take it and finish development if you want. I'm not holding anyone back.
This also marks my end with developing for Open Hexagon.
As of now, I announce that I am quitting modding for Open Hexagon and will be moving on towards bigger, better things.
Thanks for the thrills, guys, but it has to end some day.
~Site Owner
2015.04.30
What I've actually been doing
Hey guys, it's the site owner here with a very long and overdue update to my Open Hexagon packs.
Some people have asked me already "Where the hell are the packs? What the hell have you been doing?!" and I am here to answer those questions specifically.
Where are my Open Hexagon packs!?
Well, I haven't exactly cancelled development on the pack I was planning to release in March, but I haven't updated it since the preview screenshot I gave to you guys a while back in February. The reason for this is because I got insanely lazy and school was just hanging me by the balls, and whenever there was a weekend, I just wanted to chill out. There is a second reason to this, but not as important - I found out that my timings on 2/3 maps were completely incorrect after transferring development from my older PC to my newer, much more powerful one. Seriously, the timings are off by about 90 seconds! It's insane! And I have to correct all of them! Which is boring as hell! I'm using exclamation marks one too many times now!
What the hell have you been doing?!
The thing is, I've been studying extensively in school, fighting for my school's right to become a gymnasium and not a primary school, arguing with teachers about how I allegedly don't do homework (which is about 35% true btw) AND - I've been making an osu! beatmap of a song I used to listen to a lot in 2009.
If you wanna try it, here you go:
<LINK REMOVED> - the beatmap is deleted.
Just remember, that, as of writing this, that map is still in progress and a lot of things are either out of tune or just flat out missing, so please make sure to leave your constructive feedback on that map's forum thread (found at the right and by pressing "This beatmap's thread).
I think (not promising anything) that I will try to get back to work on the Open Hexagon pack whenever I get to finish my current osu! beatmap.
But, as it stands right now, that OH pack is pretty much in development hell for now. And once I release it, it might be my last Open Hexagon project and I'll be pretty much done working with Open Hexagon.
Maybe I'll start updating this website regarding my osu! beatmaps if I ever decide to make more. Hell, maybe even something more original than that, but again - no promises at all, just something I am considering.
Also, before I finish writing this update-post, I've actually "cleaned up" the website a little bit.
I moved the update histories of all my Open Hexagon packs to their own separate page called "Updates", so the "My Open Hexagon Packs" page looks a lot cleaner.
Oh yeah, "Download Links" has also been renamed to "My Open Hexagon Packs".
And I've removed/changed colors of various texts in the website, as they looked kind of...ugly...seriously...
Anyway, I've gotta go. Need to take some pills and rest. I was sick recently, so...
~Site Owner
Some people have asked me already "Where the hell are the packs? What the hell have you been doing?!" and I am here to answer those questions specifically.
Where are my Open Hexagon packs!?
Well, I haven't exactly cancelled development on the pack I was planning to release in March, but I haven't updated it since the preview screenshot I gave to you guys a while back in February. The reason for this is because I got insanely lazy and school was just hanging me by the balls, and whenever there was a weekend, I just wanted to chill out. There is a second reason to this, but not as important - I found out that my timings on 2/3 maps were completely incorrect after transferring development from my older PC to my newer, much more powerful one. Seriously, the timings are off by about 90 seconds! It's insane! And I have to correct all of them! Which is boring as hell! I'm using exclamation marks one too many times now!
What the hell have you been doing?!
The thing is, I've been studying extensively in school, fighting for my school's right to become a gymnasium and not a primary school, arguing with teachers about how I allegedly don't do homework (which is about 35% true btw) AND - I've been making an osu! beatmap of a song I used to listen to a lot in 2009.
If you wanna try it, here you go:
<LINK REMOVED> - the beatmap is deleted.
Just remember, that, as of writing this, that map is still in progress and a lot of things are either out of tune or just flat out missing, so please make sure to leave your constructive feedback on that map's forum thread (found at the right and by pressing "This beatmap's thread).
I think (not promising anything) that I will try to get back to work on the Open Hexagon pack whenever I get to finish my current osu! beatmap.
But, as it stands right now, that OH pack is pretty much in development hell for now. And once I release it, it might be my last Open Hexagon project and I'll be pretty much done working with Open Hexagon.
Maybe I'll start updating this website regarding my osu! beatmaps if I ever decide to make more. Hell, maybe even something more original than that, but again - no promises at all, just something I am considering.
Also, before I finish writing this update-post, I've actually "cleaned up" the website a little bit.
I moved the update histories of all my Open Hexagon packs to their own separate page called "Updates", so the "My Open Hexagon Packs" page looks a lot cleaner.
Oh yeah, "Download Links" has also been renamed to "My Open Hexagon Packs".
And I've removed/changed colors of various texts in the website, as they looked kind of...ugly...seriously...
Anyway, I've gotta go. Need to take some pills and rest. I was sick recently, so...
~Site Owner
2015.04.18
Small updates to SHfOH and SH2-TUS
Hey guys, I've returned from my grave to bring you a small update to both SHfOH and SH2-TUS that fixes the rotation issue for the ending levels of each of the level packs.
This fix was generously provided by Emik 03. Thanks a lot bro!
Come check out his YouTube channel and give him a thanks.
-Site Owner
This fix was generously provided by Emik 03. Thanks a lot bro!
Come check out his YouTube channel and give him a thanks.
-Site Owner
2015.02.22
I'm back with a sneak preview!
Hey guys! I'm back to making Open Hexagon levels.
Time to end my break, it's been a month already.
So, anyway, I have a sneak preview of the upcoming Open Hexagon pack that I'm working on.
Not promising release dates yet. :P
Time to end my break, it's been a month already.
So, anyway, I have a sneak preview of the upcoming Open Hexagon pack that I'm working on.
Not promising release dates yet. :P
Looks a little bit red, doesn't it?
This is level 3 of the pack.
This is level 3 of the pack.
I'm planning to include about 6-10 levels in the upcoming pack, we'll see how things go.
Until my next update on it, ta ta for now!
-Site Owner
Until my next update on it, ta ta for now!
-Site Owner
2015.01.19
Small update to SH2-TUS and Boson X for Open Hexagon
I released a small update to Super Hexagon 2 that fixes some minor things.
Overlooked some stuff and left them in v1.2.0.1.
Same goes with Boson X for Open Hexagon.
No worries though, fixed them and it all should be good now.
-Site Owner
Overlooked some stuff and left them in v1.2.0.1.
Same goes with Boson X for Open Hexagon.
No worries though, fixed them and it all should be good now.
-Site Owner
2015.01.18
Super Hexagon 2 - The Unofficial Sequel v1.2.0. released!
Ladies and gentlemen, I would like to proudly announce that the latest update of SH2-TUS is fully ready and is out right now!
Changelog and everything else is in the Download Links, business as usual.
I know for a fact that you will encounter some problems with the pack, but honestly - they're unavoidable. Call me lazy all you want, but 2 months of testing and everything is not something I should've been doing, so I left those problems as is.
Maybe I'll find a workaround for those issues later on, who knows.
Anyway, I'm glad this sucker is finally out. I can take a break finally...
-Site Owner
Changelog and everything else is in the Download Links, business as usual.
I know for a fact that you will encounter some problems with the pack, but honestly - they're unavoidable. Call me lazy all you want, but 2 months of testing and everything is not something I should've been doing, so I left those problems as is.
Maybe I'll find a workaround for those issues later on, who knows.
Anyway, I'm glad this sucker is finally out. I can take a break finally...
-Site Owner
2015.01.17
Boson X for Open Hexagon updated!
As promised, here's the long overdue update for Boson X for Open Hexagon.
Changelog and everything in the Dowload Links page.
Enjoy!
-Site Owner
Changelog and everything in the Dowload Links page.
Enjoy!
-Site Owner
2015.01.16
v1.2.0. of SH2-TUS is almost ready!
Hey guys, the site owner here. And I finally have some really really good news for you all.
After nearly 2 months of intense hard work, play testing and countless modifications, I am finally almost ready to release the latest update to Super Hexagon 2 - The Unofficial Sequel.
All I need now is my playtesters to test out the level pack to see if they encounter any bugs or glitches that break the game and then iron them out if needed.
After all the testing concludes - v1.2.0. will finally be out.
Sorry for making you all wait very long for this update, but I hope it will be worth it, honestly.
I worked my ass off.
It should be out soon. Just saying.
In the meantime, I'm gonna release a small update to Boson X for Open Hexagon, because that pack REALLY needs one.
-Site Owner
After nearly 2 months of intense hard work, play testing and countless modifications, I am finally almost ready to release the latest update to Super Hexagon 2 - The Unofficial Sequel.
All I need now is my playtesters to test out the level pack to see if they encounter any bugs or glitches that break the game and then iron them out if needed.
After all the testing concludes - v1.2.0. will finally be out.
Sorry for making you all wait very long for this update, but I hope it will be worth it, honestly.
I worked my ass off.
It should be out soon. Just saying.
In the meantime, I'm gonna release a small update to Boson X for Open Hexagon, because that pack REALLY needs one.
-Site Owner
2014.12.25
Merry Christmas!
It's December 25th! Which means that it's Christmas where I'm at.
Have a Merry Christmas, a happy New Year and I'll see you in 2015.
Planning to release the long over-due update during the first week of 2015.
~Site Owner
Have a Merry Christmas, a happy New Year and I'll see you in 2015.
Planning to release the long over-due update during the first week of 2015.
~Site Owner
2014.12.13
Not dead, just on break.
I have received some questions regarding the progress of my level packs - how are the updates coming, how's the WIP pack going, etc.
And to that, I have to say - I have not been working on them.
I am on a short break until Christmas with my level packs, simply because I don't have time to get on the normal PC and do some coding.
I can try on my old PC, but it's really hard, because Open Hexagon loves to crash without error messages on it.
Since I have a 2 week break from school after next week, I'll put aside a week to work on the SH2-TUS and BXfOH updates, as well as do some progress for the WIP pack.
But right now - I need to devote my time to school.
I have 2 or 3 tests coming up, so I really need to go prepare.
~Site Owner
And to that, I have to say - I have not been working on them.
I am on a short break until Christmas with my level packs, simply because I don't have time to get on the normal PC and do some coding.
I can try on my old PC, but it's really hard, because Open Hexagon loves to crash without error messages on it.
Since I have a 2 week break from school after next week, I'll put aside a week to work on the SH2-TUS and BXfOH updates, as well as do some progress for the WIP pack.
But right now - I need to devote my time to school.
I have 2 or 3 tests coming up, so I really need to go prepare.
~Site Owner
2014.11.28
Issues with the updates
Hey guys.
So...while play-testing the new level_float_set commands on SH2-TUS, I kinda run into some issues.
First of all - removing increment = removing octagon and pentagon modes.
Since getting into those modes was solely based on increment time, removing the increment would equals the same as removing the two modes in general. And since I don't like it when my packs feel too dull, removing them would pretty much sin the entire pack.
Next up is the level speeds. Rotation increases fine, however - the polygons don't.
It causes some really fucked up shit to appear, like completely closed off spirals, many different walls coming at you at various speeds and other stuff.
This kinda makes the transition from one level to another a really hard one. You basically have to pray you don't get a closed off wall at you.
And finally - inconsistency.
Some levels apply the level_float_set command just fine, while others completely ignore it.
I am speaking specifically of the two levels I always overlook during development - Bright Pirate and Crazy Pirate.
I just can not get level_float_set to work on those levels.
This just signals for an entire level remake. Ugh...
Until I find a remedy for all these situations, the update on SH2-TUS is gonna be layed off.
Boson X for Open Hexagon will be updated to this new modern form soon though, unsure if over the weekend or not.
And Rotating Madness won't even receive this update, simply because I don't really wanna bother with it anymore and doesn't really need it as far as I am concerned. All RM needs is an update on "Waiting..." because the increment time is way off.
It's always fun to run into problems, isn't it?
~Site Owner
So...while play-testing the new level_float_set commands on SH2-TUS, I kinda run into some issues.
First of all - removing increment = removing octagon and pentagon modes.
Since getting into those modes was solely based on increment time, removing the increment would equals the same as removing the two modes in general. And since I don't like it when my packs feel too dull, removing them would pretty much sin the entire pack.
Next up is the level speeds. Rotation increases fine, however - the polygons don't.
It causes some really fucked up shit to appear, like completely closed off spirals, many different walls coming at you at various speeds and other stuff.
This kinda makes the transition from one level to another a really hard one. You basically have to pray you don't get a closed off wall at you.
And finally - inconsistency.
Some levels apply the level_float_set command just fine, while others completely ignore it.
I am speaking specifically of the two levels I always overlook during development - Bright Pirate and Crazy Pirate.
I just can not get level_float_set to work on those levels.
This just signals for an entire level remake. Ugh...
Until I find a remedy for all these situations, the update on SH2-TUS is gonna be layed off.
Boson X for Open Hexagon will be updated to this new modern form soon though, unsure if over the weekend or not.
And Rotating Madness won't even receive this update, simply because I don't really wanna bother with it anymore and doesn't really need it as far as I am concerned. All RM needs is an update on "Waiting..." because the increment time is way off.
It's always fun to run into problems, isn't it?
~Site Owner
2014.11.23
SHfOH updated! Others soon to follow!
So, while screwing around with the level_float_set event, I actually managed to figure out how to remove the very annoying increment time and make the levels not go into rambo mode and throw you every polygon at 5.50 speed.
As a matter of fact - Hexagon's, Hexagoner's and Hexagonest's problem on when the level becomes exceedingly fast and impossible to avoid has now been fixed!
And since this issue is majorly apparent in my other level packs, they will soon follow the exact same update!
For now, you can enjoy the fresh new SHfOH in version 1.6.0!
Have fun, everybody!
~Site Owner
P.S. - If you find a bug or something, let me know, I'll see if I can do anything about it.
As a matter of fact - Hexagon's, Hexagoner's and Hexagonest's problem on when the level becomes exceedingly fast and impossible to avoid has now been fixed!
And since this issue is majorly apparent in my other level packs, they will soon follow the exact same update!
For now, you can enjoy the fresh new SHfOH in version 1.6.0!
Have fun, everybody!
~Site Owner
P.S. - If you find a bug or something, let me know, I'll see if I can do anything about it.
2014.11.09
Super Hexagon 2 has been updated!
Yo.
Finally got some time to sit down and address some of the issues some of you reported with SH2-TUS.
I'm glad to announce that most of them have been fixed.
Go update your version, you'll like this new change.
As always, update log in the download links page, alongside with the actual download link.
Have fun!
~Site Owner
Finally got some time to sit down and address some of the issues some of you reported with SH2-TUS.
I'm glad to announce that most of them have been fixed.
Go update your version, you'll like this new change.
As always, update log in the download links page, alongside with the actual download link.
Have fun!
~Site Owner
2014.10.28
Happy Halloween!
Happy Halloween everyone! It's a few days early, but I'm pretty sure I'll forget about it anyway once the 31st arrives, so better earlier than later.
I also released an update to Super Hexagon 2 - The Unofficial Sequel.
As always, changelog is on the download links page.
Enjoy!
~Site Owner
I also released an update to Super Hexagon 2 - The Unofficial Sequel.
As always, changelog is on the download links page.
Enjoy!
~Site Owner
2014.10.16
SH2-TUS updated!
Heads up, guys!
I released an update to SH2-TUS, which was supposed to apply to v1.0. but didn't for some reason.
Whatever, it's been applied now + added in some extra neat stuff to it.
Go on to the download links page to get it!
~Site Owner
I released an update to SH2-TUS, which was supposed to apply to v1.0. but didn't for some reason.
Whatever, it's been applied now + added in some extra neat stuff to it.
Go on to the download links page to get it!
~Site Owner
2014.10.12
Super Hexagon 2 - The Unofficial Sequel has been RELEASED!
And with 2014.10.12. here, you can now officially download SH2-TUS!
Have fun guys!
Changelog from pre-release version to final can be found at the bottom of the Download Links page.
Teaser Trailer:
Have fun guys!
Changelog from pre-release version to final can be found at the bottom of the Download Links page.
Teaser Trailer:
~Site Owner
2014.10.10
Super Hexagon 2 v3 by Chillius03 was released. And (unfortunately) it sucked...
Also, announcing release date of my Open Hexagon Project!
It kinda hurt me to say it, it really did, because I didn't want to hurt the guy's feelings, but I'm sorry.
Chillius03, you have completely disappointed us with v3 as it fixed NOTHING.
It's just v2 with 1 new level. Not really worthy of being called a new version.
But fortunately for you, I've decided to fix the level pack.
I have downloaded v3 and turned it into what Chillius03 originally promised us.
You can download it by pressing the button below.
You can also download the original v3 Super Hexagon 2, to see what I meant that it sucked. (hint: remove VeeDefault and place it in a safe place before you install Chillius03's version of Super Hexagon 2 v3)
Chillius03, you have completely disappointed us with v3 as it fixed NOTHING.
It's just v2 with 1 new level. Not really worthy of being called a new version.
But fortunately for you, I've decided to fix the level pack.
I have downloaded v3 and turned it into what Chillius03 originally promised us.
You can download it by pressing the button below.
You can also download the original v3 Super Hexagon 2, to see what I meant that it sucked. (hint: remove VeeDefault and place it in a safe place before you install Chillius03's version of Super Hexagon 2 v3)
Speaking of level packs, I'd like to thank everyone who downloaded the demo version of my upcoming project!
While it wasn't a lot (7 people), it was still something and thanks so much for taking the time to try it out!
I'd like to announce two things about the upcoming project:
This level pack's "story" takes place immediately after Super Hexagon for Open Hexagon. It does not tie in with the original Super Hexagon by Terry Cavanagh.
And instead of using Chipzel's songs, I've decided to give some spotlight to BossfightSWE instead. You might recognize him as the main music composer for Open Hexagon. He made literally all the songs you see featured in version 1.9.
Songs used in the level pack are:
The release of the level pack is this Sunday (10.12), so look forward to playing it!
I'll be looking forward to your feedback as well.
I added some new possible questions in the F.A.Q. and gave it its own section in the Download Links page (updates and possible bugs. Download link will appear on 10.12)
That's about it.
Make sure to try out my fix of Chillius03's Super Hexagon 2 v3 and my version of Super Hexagon 2 when it's released!
~Site Owner
While it wasn't a lot (7 people), it was still something and thanks so much for taking the time to try it out!
I'd like to announce two things about the upcoming project:
- Its name
- Its release date
This level pack's "story" takes place immediately after Super Hexagon for Open Hexagon. It does not tie in with the original Super Hexagon by Terry Cavanagh.
And instead of using Chipzel's songs, I've decided to give some spotlight to BossfightSWE instead. You might recognize him as the main music composer for Open Hexagon. He made literally all the songs you see featured in version 1.9.
Songs used in the level pack are:
- Leaving Leafwood Forest (Levels 1 and 4)
- Pirate Manners (Levels 2 and 5)
- Nice Catch Biggy! (Level 3, Level 6 (slowed down), Level 7 (reversed))
The release of the level pack is this Sunday (10.12), so look forward to playing it!
I'll be looking forward to your feedback as well.
I added some new possible questions in the F.A.Q. and gave it its own section in the Download Links page (updates and possible bugs. Download link will appear on 10.12)
That's about it.
Make sure to try out my fix of Chillius03's Super Hexagon 2 v3 and my version of Super Hexagon 2 when it's released!
~Site Owner
2014.10.09
See my progress!
Development of the level pack is going rather decently at a moderate pace.
Expect a release soon, but until then, you can check out my progress with the level pack!
You can find a download link to the demo version of the level pack in the Early Access page!
P.S. Name has already been decided. Named it "unnamed level pack" as a placeholder. You're just gonna have to wait and see for yourself when I release it.
~Site Owner
Expect a release soon, but until then, you can check out my progress with the level pack!
You can find a download link to the demo version of the level pack in the Early Access page!
P.S. Name has already been decided. Named it "unnamed level pack" as a placeholder. You're just gonna have to wait and see for yourself when I release it.
~Site Owner
2014.10.07
New project announcement and permanently pulling the plug on SHfOH!
Just here to say that I'm announcing a new Open Hexagon project.
I'll keep it a secret for now, don't want to spoil anything yet.
If the development will be long and boring, I might release bits & pieces of the upcoming pack as an early access download. Maybe.
But for now, all you need to know is that I am developing a new Open Hexagon pack. For 1.92, as usual.
As for the second bit, yes, I have officially announced it.
Super Hexagon for Open Hexagon is now finished and will no longer receive any more updates. Unsure about Rotating Madness 2.x or Boson X for Open Hexagon, I'll have to dig deeper into those.
~Site Owner
I'll keep it a secret for now, don't want to spoil anything yet.
If the development will be long and boring, I might release bits & pieces of the upcoming pack as an early access download. Maybe.
But for now, all you need to know is that I am developing a new Open Hexagon pack. For 1.92, as usual.
As for the second bit, yes, I have officially announced it.
Super Hexagon for Open Hexagon is now finished and will no longer receive any more updates. Unsure about Rotating Madness 2.x or Boson X for Open Hexagon, I'll have to dig deeper into those.
~Site Owner
2014.10.05
Super Hexagon 2 for Open Hexagon by Chillius03 delayed until 2015
Yup, it happened.
Super Hexagon 2.5 (or SH2fOH is how I'll call it from now on) has been delayed until an unknown date in 2015.
I'm pretty sure it's not because he has no idea what to do with it, but because he's rather busy with school or he's just too lazy to get to it.
Or he doesn't exactly now how to code for Open Hexagon, resulting in delay after delay, just like me with my version of Super Hexagon for Open Hexagon.
Just wow, is all I gotta say, really.
~Site Owner
Super Hexagon 2.5 (or SH2fOH is how I'll call it from now on) has been delayed until an unknown date in 2015.
I'm pretty sure it's not because he has no idea what to do with it, but because he's rather busy with school or he's just too lazy to get to it.
Or he doesn't exactly now how to code for Open Hexagon, resulting in delay after delay, just like me with my version of Super Hexagon for Open Hexagon.
Just wow, is all I gotta say, really.
~Site Owner
2014.10.02
Changes to the website
I have decided to convert the entire website to focus on ALL of my Open Hexagon projects, rather than just SHfOH.
So, from now on, this website is not the Super Hexagon for Open Hexagon website, but rather - the website for all my upcoming/on-going Open Hexagon projects.
The website URL will remain the same because
So, from now on, this website is not the Super Hexagon for Open Hexagon website, but rather - the website for all my upcoming/on-going Open Hexagon projects.
The website URL will remain the same because
- It's convenient
- It pays homage to the original website
- Everyone's probably gotten used to this URL by now
- No one uses them
- They're unnecessary
2014.09.26
Apparently...
Some of you can't see that the level pack is meant for 1.92, as such, I have made it much much much MUCH larger in the download links page, stating that it's for 1.92 only.
Hope it's clearer now.
~Site Owner
Hope it's clearer now.
~Site Owner
2014.09.23
Boson x for Open Hexagon released!
Whoo, finished it!
Had a lot of fun making it, also had a lot of fun playing through it too!
I think you guys might like it.
You can either check the video description for a download link or go to the Download Links page to get it!
Have fun guys, and enjoy!
~Site Owner
Had a lot of fun making it, also had a lot of fun playing through it too!
I think you guys might like it.
You can either check the video description for a download link or go to the Download Links page to get it!
Have fun guys, and enjoy!
~Site Owner
2014.09.21
New project announcement!
Yo guys.
I'm announcing a new project on Open Hexagon!
Recently been playing lots of Boson X on Steam, been having a ton of fun. When I was playing the game, I actually noticed some similarities between Boson X and Super Hexagon. Hell, I even call Boson X the 3D Version of Super Hexagon.
I got inspired to create a new level pack for Open Hexagon based off of Boson X! 6 levels, 12 songs, 12 styles.
It's in development as I speak right now, though I'm just compiling the files like songs and styles and stuff.
Not promising a release date of the pack though. Since the SHfOH pack took me like a month and a half to release, I'm actually expecting this one to take longer.
Still, I'll be releasing the level pack here, on this website as well, so good for us huh?
~Site Owner
I'm announcing a new project on Open Hexagon!
Recently been playing lots of Boson X on Steam, been having a ton of fun. When I was playing the game, I actually noticed some similarities between Boson X and Super Hexagon. Hell, I even call Boson X the 3D Version of Super Hexagon.
I got inspired to create a new level pack for Open Hexagon based off of Boson X! 6 levels, 12 songs, 12 styles.
It's in development as I speak right now, though I'm just compiling the files like songs and styles and stuff.
Not promising a release date of the pack though. Since the SHfOH pack took me like a month and a half to release, I'm actually expecting this one to take longer.
Still, I'll be releasing the level pack here, on this website as well, so good for us huh?
~Site Owner
2014.09.15
Want to play an older version of SHfOH? I got ya covered!
I wanted to clean out my MediaFire today by deleting some of the old versions of SHfOH.
But instead of doing that, I decided to re-release them!
If you'll notice on the website, there is a new page called "Older Versions". In there, you will find most of the older versions of SHfOH made public.
None of the alpha/beta ones are available though, since I deleted those long ago.
But still, if you're curious how this level pack used to be, feel free to try them all out.
~Site Owner
But instead of doing that, I decided to re-release them!
If you'll notice on the website, there is a new page called "Older Versions". In there, you will find most of the older versions of SHfOH made public.
None of the alpha/beta ones are available though, since I deleted those long ago.
But still, if you're curious how this level pack used to be, feel free to try them all out.
~Site Owner
2014.09.14
v1.5.1. is out!
Some of you probably saw the changelog that read about a v1.5.1. and a release date.
Today's the day! Albeit, it's quite late, but who cares. I got it out in time.
Have fun!
~Site Owner
Today's the day! Albeit, it's quite late, but who cares. I got it out in time.
Have fun!
~Site Owner
2014.09.13
The End - completely remastered in v1.5.0.!
Hey guys!
So, I contacted the YouTube user Spyro Oshisaure about his version of "The End". He originally asked me to give me some feedback, and I did. Alongside with the feedback, I asked him if I can use his much better version of "The End" in the Super Hexagon pack. And he agreed!
As such, "The End" has been COMPLETELY remastered. It's more or less similar to the one in his "relax" pack, but with style changing times improved and me fucking up the last bit where it's supposed to say "Congratulations. Game Complete", as the wave of closed Hexagons does not approach for whatever reason. Meh, who cares anyway, The End is a lot prettier now.
Head on to the download links page and go get the latest version! Make sure you try out "The End", I think you might like it. :)
~Site Owner
So, I contacted the YouTube user Spyro Oshisaure about his version of "The End". He originally asked me to give me some feedback, and I did. Alongside with the feedback, I asked him if I can use his much better version of "The End" in the Super Hexagon pack. And he agreed!
As such, "The End" has been COMPLETELY remastered. It's more or less similar to the one in his "relax" pack, but with style changing times improved and me fucking up the last bit where it's supposed to say "Congratulations. Game Complete", as the wave of closed Hexagons does not approach for whatever reason. Meh, who cares anyway, The End is a lot prettier now.
Head on to the download links page and go get the latest version! Make sure you try out "The End", I think you might like it. :)
~Site Owner
2014.08.29
Super Hexagon for Open Hexagon v1.4.1. is out!
Just some improvements to the performance of the level pack as well as major tweaks to The End. Hope you'll enjoy this version.
~Site Owner
~Site Owner
2014.08.27
Super Hexagon for Open Hexagon v1.4.0.2. and Rotating Madness v2.2 have been released!
Oh you know the drill already.
Changelog in the download links page, also you head on over there to download both of them.
I don't even have to remind you by this point, I've said this so many times, I just don't feel it's necessary.
~Site Owner
Changelog in the download links page, also you head on over there to download both of them.
I don't even have to remind you by this point, I've said this so many times, I just don't feel it's necessary.
~Site Owner
2014.08.19 - Update 3
SHfOH v1.4.0.1. is out!
You know the drill, I don't even have to tell you what to do or where to go by this point.
~Site Owner
~Site Owner
2014.08.19 - Update 2
Rotating Madness v2.1 is out! Also, announcing v1.4.0.1. of SHfOH!
What's up, it's the site owner again, and Rotating Madness v2.1 is out! Head on to the Download Links page to get it. :)
Also, I am announcing that I am going to make a v1.4.0.1. of Super Hexagon for Open Hexagon, as I have just found out how to fix a crucial bug related to Hexagon's and Hexagoner's rotations. In v1.4.0.1., the rotation for Hexagon and Hexagoner will be finally fixed!
And another thing, when the update has 4 digits, rather than 3, that means the update is minor. Usually just 1 or 2 change logs. If I do release a new version, it'll be v1.4.1., rather than v1.4.1.0.
Just letting ya know.
~Site Owner
Also, I am announcing that I am going to make a v1.4.0.1. of Super Hexagon for Open Hexagon, as I have just found out how to fix a crucial bug related to Hexagon's and Hexagoner's rotations. In v1.4.0.1., the rotation for Hexagon and Hexagoner will be finally fixed!
And another thing, when the update has 4 digits, rather than 3, that means the update is minor. Usually just 1 or 2 change logs. If I do release a new version, it'll be v1.4.1., rather than v1.4.1.0.
Just letting ya know.
~Site Owner
2014.08.19
Something to look out for
Hey guys.
Just letting you know that I'll be releasing an update on Rotating Madness either today or tomorrow.
It's gonna be a few improvements to the level text, to make them more logical and fitting with the level name (because let's face it - Rotating Madness has a bit of weird text that don't coincide with the level name).
I'll also be making some tweaks to the level rotation, add some extra text to levels and what not.
I will also have to make sure that the level pack won't crash your games, because that tends to happen when I modify the levels sometimes.
By the way, thanks for over 60 downloads on Rotating Madness v2.0!
~Site Owner
Just letting you know that I'll be releasing an update on Rotating Madness either today or tomorrow.
It's gonna be a few improvements to the level text, to make them more logical and fitting with the level name (because let's face it - Rotating Madness has a bit of weird text that don't coincide with the level name).
I'll also be making some tweaks to the level rotation, add some extra text to levels and what not.
I will also have to make sure that the level pack won't crash your games, because that tends to happen when I modify the levels sometimes.
By the way, thanks for over 60 downloads on Rotating Madness v2.0!
~Site Owner
2014.08.09
v1.4.0. is out!
Yo.
Released version 1.4.0. of the Super Hexagon for Open Hexagon pack. Head on to the download links page and get it!
Make sure you read the changelog.
And make sure to report any possible glitches you encountered (like crash bugs with levels and what not). I'd prefer if you used the forums for that too.
Cheers.
~Site Owner
Released version 1.4.0. of the Super Hexagon for Open Hexagon pack. Head on to the download links page and get it!
Make sure you read the changelog.
And make sure to report any possible glitches you encountered (like crash bugs with levels and what not). I'd prefer if you used the forums for that too.
Cheers.
~Site Owner
2014.08.08
Thinking of removing something
Hey all.
I've been thinking about something for the past day or so, and can't really wrap my head around this.
Maybe I should simply remove the developer level and the Beyond Hyper Hexagonest's End level, because to put it simply - they honestly serve no purpose. The hidden developer titled "Test Level" was a level I created for just that - testing. I did remove the original test level, because it caused glitches, and added it back immediately by modifying Dragon Mayhem just slightly.
Beyond Hyper Hexagonest's End, however, was meant to keep you entertained while playing the level, because let's face it - it gets really boring playing the same level over and over and over and over, ..., ...and over again. So I added it in there to spice things up. But since not a lot of people play my level pack, this means not a lot of people accessed it (or none at all).
So, in the end, maybe I should just remove those two levels? If I won't get any complaints about this in the next 3 or 4 days, I'll do it. I'll remove the developer level and the "Beyond Hyper Hexagonest's End" level.
That is all, take care.
~Site Owner
I've been thinking about something for the past day or so, and can't really wrap my head around this.
Maybe I should simply remove the developer level and the Beyond Hyper Hexagonest's End level, because to put it simply - they honestly serve no purpose. The hidden developer titled "Test Level" was a level I created for just that - testing. I did remove the original test level, because it caused glitches, and added it back immediately by modifying Dragon Mayhem just slightly.
Beyond Hyper Hexagonest's End, however, was meant to keep you entertained while playing the level, because let's face it - it gets really boring playing the same level over and over and over and over, ..., ...and over again. So I added it in there to spice things up. But since not a lot of people play my level pack, this means not a lot of people accessed it (or none at all).
So, in the end, maybe I should just remove those two levels? If I won't get any complaints about this in the next 3 or 4 days, I'll do it. I'll remove the developer level and the "Beyond Hyper Hexagonest's End" level.
That is all, take care.
~Site Owner
2014.08.07
Released version 1.3.1.
Heyo fellas. Just putting it out there that I have released v1.3.1. of the SHfOH pack. It fixes just a few minor things. The more I play it, the more bugs I keep finding, heh.
~Site Owner
~Site Owner
2014.07.31
SHfOH v1.3.0. is out!
Hey all, how you doin'?
Just letting you know, I've released v1.3.0. of Super Hexagon for Open Hexagon. It improves the styles in Hexagon (60 seconds), Hexagoner (120 seconds) Hexagonest (start), Hyper Hexagon (start) and Hyper Hexagon (60 seconds). Hope it looks better now! Sorry for the seizure-ish hue ping pong on Hexagonest though. Couldn't prevent it.
Also, "awesome.ogg" should play in Hyper Hexagon and Hyper Hexagoner, due to me removing the highly unnecessary "Super Hexagon" sound and text in those levels. Super Hexagon is meant to play when you reach the "Super" version of the level, heh.
~Site Owner
Just letting you know, I've released v1.3.0. of Super Hexagon for Open Hexagon. It improves the styles in Hexagon (60 seconds), Hexagoner (120 seconds) Hexagonest (start), Hyper Hexagon (start) and Hyper Hexagon (60 seconds). Hope it looks better now! Sorry for the seizure-ish hue ping pong on Hexagonest though. Couldn't prevent it.
Also, "awesome.ogg" should play in Hyper Hexagon and Hyper Hexagoner, due to me removing the highly unnecessary "Super Hexagon" sound and text in those levels. Super Hexagon is meant to play when you reach the "Super" version of the level, heh.
~Site Owner
2014.07.12
Details about some of the listed bugs and other stuff
Hey guys, it's the site owner. And I've got something interesting to tell you today, covering a couple of the bugs with the level pack.
So first and utmost is the bug I've explained why it happens about 5 times already - the closed Hexagon glitch on Hexagonest, Hyper Hexagonest, Hyper Hexagonest's End and The End. While I was playing Apeirogon in VeeDefault and Fusion in Rotationality, I have actually noticed that this same glitch appears there. Unfortunately, that is Vee's hardpatterns.lua being misread by the game, which occurs if you do not have enough free RAM for the game to use up. This problem is also very apparent on an older machine (this game CHEWS on my old PC's CPU & RAM).
Next up is the problem with awesome.ogg not playing when needed. Now, the only level where this sound plays correctly in is Hyper Hexagonest. Other levels display the text for it, but do not play the sound. Why is this? Well, this is all due to the event limitation a certain level can have. The max amount of events 1 level can have is 15.
{ "time": 180, "type": "play_sound", "id": "SHfOH_awesome.ogg" }, on most levels (except Hyper Hexagonest) is event #16, which the game does not read, due to it being over the limit. This is why awesome.ogg does not play in any other level than Hyper Hexagonest.
Then we have the music switching glitch. This bug is apparent to Hyper Hexagonest's End, when it has to switch to Beyond Hyper Hexagonest's End. The music for Hyper Hexagonest's End continues to play, even after the level has switched. Now, Baby Steps (the tutorial for Open Hexagon) does the level switching thing as well. However, the reason it's not getting any music glitches is because both levels use the exact same song, while Beyond Hyper Hexagonest's End uses an entirely different song from Hyper Hexagonest's End. Now, I did try to use commands like:
{ "time": 420, "type": "music_stop" },
{ "time": 420, "type": "music_set", "id": "testlevelmusic" },
However, none of those commands worked. Since I couldn't find a fix for it online (really, no one makes guides for Open Hexagon), I just left it there. If anyone does know how to fix this, contact me ASAP and I'll include it in the next update (if there will be someone who will contact me anyway).
And then the 3D Effect: On glitch with the level pack. Why are the shadows under the polygons in most levels incorrect? Well, I never intended for this level pack to be played with the 3D Effect. I developed it fully with 3D Effect: Off, and never touched the 3D options in the styles. So if you don't want any style glitches, simply turn off the 3D effect and you should be all good. Well, maybe the levels could be tilted, but all you gotta do is restart the game.
And lastly - the music for the level continuing to play when you're in the menu.
I'll be honest - I genuinely have no idea why this happens. This happens to me (and to most people) on pretty much every level pack at random (it doesn't always happen. Sometimes it does, sometimes it doesn't). What causes it is unknown to me. But I did note that the glitch is rare with this level pack, so you shouldn't experience too often.
And that is about it, guys. Hope this post has been helpful, I'll try to keep you guys up-to-date.
Later.
~Site Owner
So first and utmost is the bug I've explained why it happens about 5 times already - the closed Hexagon glitch on Hexagonest, Hyper Hexagonest, Hyper Hexagonest's End and The End. While I was playing Apeirogon in VeeDefault and Fusion in Rotationality, I have actually noticed that this same glitch appears there. Unfortunately, that is Vee's hardpatterns.lua being misread by the game, which occurs if you do not have enough free RAM for the game to use up. This problem is also very apparent on an older machine (this game CHEWS on my old PC's CPU & RAM).
Next up is the problem with awesome.ogg not playing when needed. Now, the only level where this sound plays correctly in is Hyper Hexagonest. Other levels display the text for it, but do not play the sound. Why is this? Well, this is all due to the event limitation a certain level can have. The max amount of events 1 level can have is 15.
{ "time": 180, "type": "play_sound", "id": "SHfOH_awesome.ogg" }, on most levels (except Hyper Hexagonest) is event #16, which the game does not read, due to it being over the limit. This is why awesome.ogg does not play in any other level than Hyper Hexagonest.
Then we have the music switching glitch. This bug is apparent to Hyper Hexagonest's End, when it has to switch to Beyond Hyper Hexagonest's End. The music for Hyper Hexagonest's End continues to play, even after the level has switched. Now, Baby Steps (the tutorial for Open Hexagon) does the level switching thing as well. However, the reason it's not getting any music glitches is because both levels use the exact same song, while Beyond Hyper Hexagonest's End uses an entirely different song from Hyper Hexagonest's End. Now, I did try to use commands like:
{ "time": 420, "type": "music_stop" },
{ "time": 420, "type": "music_set", "id": "testlevelmusic" },
However, none of those commands worked. Since I couldn't find a fix for it online (really, no one makes guides for Open Hexagon), I just left it there. If anyone does know how to fix this, contact me ASAP and I'll include it in the next update (if there will be someone who will contact me anyway).
And then the 3D Effect: On glitch with the level pack. Why are the shadows under the polygons in most levels incorrect? Well, I never intended for this level pack to be played with the 3D Effect. I developed it fully with 3D Effect: Off, and never touched the 3D options in the styles. So if you don't want any style glitches, simply turn off the 3D effect and you should be all good. Well, maybe the levels could be tilted, but all you gotta do is restart the game.
And lastly - the music for the level continuing to play when you're in the menu.
I'll be honest - I genuinely have no idea why this happens. This happens to me (and to most people) on pretty much every level pack at random (it doesn't always happen. Sometimes it does, sometimes it doesn't). What causes it is unknown to me. But I did note that the glitch is rare with this level pack, so you shouldn't experience too often.
And that is about it, guys. Hope this post has been helpful, I'll try to keep you guys up-to-date.
Later.
~Site Owner
2014.07.11
Super Hexagon for Open Hexagon v1.2.2. is out!
Hey mates. Version 1.2.2. of SHfOH is out. I've toned down the difficulty of Hyper Hexagonest just a bit and improved the level description of Hyper Hexagonest's End. Head on to the Download Links page to get it! Have fun, guys.
~Site Owner
~Site Owner
2014.07.01
Remake of my first Open Hexagon pack "Rotating Madness" is now live!!
Hey mates. You know who it is.
I mentioned that I'll be posting a remade version of my first level pack for the game on this site, right?
Well, I'm staying true to my word and now you can go download the level pack!
Simply go to the download links page, scroll to the very bottom of the page and you should find it.
Read the text file attached to it as well.
Have fun!
~Site Owner
I mentioned that I'll be posting a remade version of my first level pack for the game on this site, right?
Well, I'm staying true to my word and now you can go download the level pack!
Simply go to the download links page, scroll to the very bottom of the page and you should find it.
Read the text file attached to it as well.
Have fun!
~Site Owner
2014.06.26
v1.2.1. is out - quite possibly the last SHfOH update.
Hey guys. It's the site owner here.
And some of you may noticed that I've added a v1.2.1. change log yesterday, with the tag "(not yet released)". Well, today I've released v1.2.1., and the change log remains the exact same.
So, what I want to tell you today is that I've most likely finished the whole level pack. I've play-tested the level pack countless times, quadra-checked everything and the pack should be pretty stable right now. Tutorial level works like I programmed it, styles are all correct, The End has been corrected as well. There's really nothing I can update anymore.
So with that, I'm announcing the end of the level pack. It's 100% finished.
Yes, I know, there are some bugs with it, but they're not something I can fix. The reason "awesome.ogg" may not play is because there's too many events in the level itself, so it just skips it. Most events are needed for the experience. The closed Hexagon is just a problem with your computer running out of free memory for Open Hexagon to use, so it misreads the .lua file. Hexagon, Hexagoner & Hexagonest become too fast because of the transitions between the Hyper versions.
"So what will you do with the site?"
Nothing. I'll still monitor the forums for any possible new members & new posts, and I may update it when someone has a problem with the level pack itself interfering with other level packs, but I don't think that will happen. What I might do is actually repost my first level pack on this site - Rotating Madness.
And some of you may noticed that I've added a v1.2.1. change log yesterday, with the tag "(not yet released)". Well, today I've released v1.2.1., and the change log remains the exact same.
So, what I want to tell you today is that I've most likely finished the whole level pack. I've play-tested the level pack countless times, quadra-checked everything and the pack should be pretty stable right now. Tutorial level works like I programmed it, styles are all correct, The End has been corrected as well. There's really nothing I can update anymore.
So with that, I'm announcing the end of the level pack. It's 100% finished.
Yes, I know, there are some bugs with it, but they're not something I can fix. The reason "awesome.ogg" may not play is because there's too many events in the level itself, so it just skips it. Most events are needed for the experience. The closed Hexagon is just a problem with your computer running out of free memory for Open Hexagon to use, so it misreads the .lua file. Hexagon, Hexagoner & Hexagonest become too fast because of the transitions between the Hyper versions.
"So what will you do with the site?"
Nothing. I'll still monitor the forums for any possible new members & new posts, and I may update it when someone has a problem with the level pack itself interfering with other level packs, but I don't think that will happen. What I might do is actually repost my first level pack on this site - Rotating Madness.
What I might do is actually update that level pack, since I noticed some...let's say - irritating glitches, like the level polygon speeds incorrectly increasing, rotation glitches, etc.
I might post the updated 1.1 version of that level pack here, so you can go try it out.
Welp, I said everything I needed to say. Point is - SHfOH is done. It's finished. I may completely revamp my Rotating Madness pack and post it on the site for public download.
See ya, guys.
~Site Owner
I might post the updated 1.1 version of that level pack here, so you can go try it out.
Welp, I said everything I needed to say. Point is - SHfOH is done. It's finished. I may completely revamp my Rotating Madness pack and post it on the site for public download.
See ya, guys.
~Site Owner
2014.06.23
Super Hexagon for Open Hexagon v1.2.0. is LIVE!
Yo, fellas! I've released version 1.2.0. of the Super Hexagon pack!
Go to the download page & get it.
You can also read the new additions I've made, they're exactly the same as I wrote in yesterday's Update 3. :D
Have fun.
~Site Owner
Go to the download page & get it.
You can also read the new additions I've made, they're exactly the same as I wrote in yesterday's Update 3. :D
Have fun.
~Site Owner
2014.06.22 - UPDATE 3
Last update for the day and upcoming big update!
Hey guys, it's the site owner here once again, and this is going to be my last update for the day.
So, I want to announce an upcoming level to the level pack!
You all know the Super Hexagon Ending, right? Well, how would you like to play that as an actual level? That's what I'm here for. That's right, the next update will contain a new level that is fully selectable. It'll be easy in the start, but over the course of time, it gets harder. I still have to properly time the style changes to make it feel like the Super Hexagon Ending, so that may or may not take some time. :D
Also, I will be simplifying the name of the level pack. Rather than "Super Hexagon for Open Hexagon", the folder is gonna be called "SHfOH".
Another thing I'm glad to share with you guys, is that I have finally found the glitch about Hyper Hexagonest's End crashing when attempting to load the hidden level "Beyond Hyper Hexagonest's End" (which is achievable by reaching 420 seconds on Hyper Hexagonest's End). Turns out, I just left the "level_change" as "Super Hexagon/afterfinalreward", and since that kind of folder does not exist, the game has nothing to read from and it crashes. This shall be fixed in the upcoming 1.2.0. update!
And yet another thing I'll be announcing is that I'll be adding the sound files for "Line", "Triangle", "Square", "Pentagon", "Hexagon", "Super Hexagon" and "Awesome".
Turns out, when you reach a certain point, the lady actually says "Awesome", not "Boss". That makes A LOT more sense now, but it just sounds like "Boss". Nonetheless, the grammatical error will be fixed.
And the final thing I'd want to share, is that I've managed to create a style for Hexagon's 120 second mode & Hyper Hexagon's 60 second mode, since, you know...it kinda used Golden Ratio, which didn't look good at all.
All of that I mentioned will be included in 1.2.0.!
After that, I'll basically be done with the level pack. Sure, there are some bugs here & there, but that's nothing I can fix.
Well, I said everything I needed to say here. All you have to do is patiently wait for the next update.
Peace!
~Site Owner
So, I want to announce an upcoming level to the level pack!
You all know the Super Hexagon Ending, right? Well, how would you like to play that as an actual level? That's what I'm here for. That's right, the next update will contain a new level that is fully selectable. It'll be easy in the start, but over the course of time, it gets harder. I still have to properly time the style changes to make it feel like the Super Hexagon Ending, so that may or may not take some time. :D
Also, I will be simplifying the name of the level pack. Rather than "Super Hexagon for Open Hexagon", the folder is gonna be called "SHfOH".
Another thing I'm glad to share with you guys, is that I have finally found the glitch about Hyper Hexagonest's End crashing when attempting to load the hidden level "Beyond Hyper Hexagonest's End" (which is achievable by reaching 420 seconds on Hyper Hexagonest's End). Turns out, I just left the "level_change" as "Super Hexagon/afterfinalreward", and since that kind of folder does not exist, the game has nothing to read from and it crashes. This shall be fixed in the upcoming 1.2.0. update!
And yet another thing I'll be announcing is that I'll be adding the sound files for "Line", "Triangle", "Square", "Pentagon", "Hexagon", "Super Hexagon" and "Awesome".
Turns out, when you reach a certain point, the lady actually says "Awesome", not "Boss". That makes A LOT more sense now, but it just sounds like "Boss". Nonetheless, the grammatical error will be fixed.
And the final thing I'd want to share, is that I've managed to create a style for Hexagon's 120 second mode & Hyper Hexagon's 60 second mode, since, you know...it kinda used Golden Ratio, which didn't look good at all.
All of that I mentioned will be included in 1.2.0.!
After that, I'll basically be done with the level pack. Sure, there are some bugs here & there, but that's nothing I can fix.
Well, I said everything I needed to say here. All you have to do is patiently wait for the next update.
Peace!
~Site Owner
2014.06.22 - UPDATE 2
Fixed the crash bug!
Yo, it's me again. And I have tracked down the crash bug. Turns out, I deleted some necessary files for the .lua pattern files to properly load, so the game just crashed.
I've added them back & it should work fine now. Lemme know if there's any more problems.
Thanks. :)
~Site Owner
I've added them back & it should work fine now. Lemme know if there's any more problems.
Thanks. :)
~Site Owner
2014.06.22
Current bug with the level pack
Yo, guys. Me again.
So far, 2 people have reported problems with the latest version of SHfOH (which is version 1.1.1. at the time of this post)
I am not experiencing this issue, so I am a little bit confused.
If you're one of those who experienced problems with the level pack, can you please post a bug report on the forums? Then I could maybe track down the problem & fix it.
Thanks guys! If you wanna play SHfOH v1.1.1., simply insert the old "Scripts" folder from the previous version. If you don't have the old "Scripts" folder, then just copy it from VeeDefault, but DO NOT DELETE THE V1.1.1. SCRIPTS FOLDER.
I'll get back to ya soon, hopefully with a fixed version.
~Site Owner
So far, 2 people have reported problems with the latest version of SHfOH (which is version 1.1.1. at the time of this post)
I am not experiencing this issue, so I am a little bit confused.
If you're one of those who experienced problems with the level pack, can you please post a bug report on the forums? Then I could maybe track down the problem & fix it.
Thanks guys! If you wanna play SHfOH v1.1.1., simply insert the old "Scripts" folder from the previous version. If you don't have the old "Scripts" folder, then just copy it from VeeDefault, but DO NOT DELETE THE V1.1.1. SCRIPTS FOLDER.
I'll get back to ya soon, hopefully with a fixed version.
~Site Owner
2014.06.21
Possible collab?
Yo, guys. As some of you know, Chillius03 has taken down his Super Hexagon 2 pack for Open Hexagon. I've recently gotten in touch with him, and he may actually put it back up, when it's all fresh & new (& won't cause glitches with the game ;D ).
And I may actually be able to help him out. So, there could be a possible collab between Chillius03 & me! He's also (probably) gonna call his new level pack "Super Hexagon 2.5". And no, I won't stop working on my Super Hexagon pack. I'm actually planning to add a special level to my level level pack, as soon as I manage to fix one style. :)
Also, I've added level pack update history & level pack glitches to the Download Links page, so you can see everything you need about the level pack.
~Site Owner
And I may actually be able to help him out. So, there could be a possible collab between Chillius03 & me! He's also (probably) gonna call his new level pack "Super Hexagon 2.5". And no, I won't stop working on my Super Hexagon pack. I'm actually planning to add a special level to my level level pack, as soon as I manage to fix one style. :)
Also, I've added level pack update history & level pack glitches to the Download Links page, so you can see everything you need about the level pack.
~Site Owner
2014.06.20
Website is LIVE!!
I am announcing that the website has been launched and is now available for the public to view!
There may be some changes in the future, like additions & stuff.
Stay tuned!
~Site Owner
There may be some changes in the future, like additions & stuff.
Stay tuned!
~Site Owner