Online ranking and login has been disabled.These never made it out due to licensing or quality control issues, but I feel like there’s not much reason to hold back now. A few extra unreleased packs are also available as a bonus.They are still available via the “store” screen as I wanted to retain the original game experience. The implementation of this was a bit hacky, but oh well. Support has been added for new device aspect ratios and notch things (iPhone 10 / 11).If you want to listen outside the game, you can also buy or stream the album (including the old version of each track) from your favourite store/streaming service The game soundtrack has received a complete refresh thanks to superstar osu! composer nekodex! Experience a new take on the original osu!stream soundtrack in the game (pay attention to the main menu visualiser which is synced up to the new track).I came back to this muiltiple times over the last year and while I have still not tracked down the underlying cause for it (likely a mono bug), I found a hacky workaround which allowed this release to happen.Ī few things have changed in this release:
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I was actually planning on making this update over a year ago, but ran into some serious issues with newer Xamarin versions where the game would freeze at random due to a native memory issue.
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Today marks the first update since September 2015. Beyond this though, there were over 100 beatmaps in some stage of creation. We released a total of 37 beatmaps for it by the end. The mapping team consisted of around 15 people, hand-picked based on their mapping style (I wanted to emulate the amazing feel of iNiS maps – the stuff that was in the Osu! Tatakae! Ouendan! / Elite Beat Agents series). This was distributed between myself, the mappers, other devs who contributed time and the graphics design work. After taking out apple’s cut and artist’s cut, this worked out to around $24,000 in revenue over the lifetime of the product. As for sales, there were a total of 24,943 beatmap pack sales (averaging US$1.99 a piece) by 13,635 users.
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It’s safe to say a lot of people enjoyed the game!Ģ.6 million free beatmap packs were downloaded over this period. For a better idea of total audience, there were a total of over 1.5 million installations as of 2016. This doesn’t include fails, unlike osu!, and only considers those that logged in via twitter (241,540 total).
![osu lazer download osu lazer download](https://lutris.net/media/games/screenshots/osu_2020-03-10_05-01-15.png)
There were a total of 3,839,438 scores submitted over osu!stream’s lifetime. The concept of hierarchical drawables/sprites began to appear, and while quite raw, was used to apply game-wide scale and rotation effects which would otherwise not have worked on limited mobile hardware. Interestingly, a lot of the concepts we are using in osu!framework have some history of being present in osu!stream. I still see it as the most polished osu! release to date – although this is soon to be surpassed. I don’t regret this decision the game was left in a good state and has enough beatmaps to be a very fun and unique “osu!” experience.
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It’s very hard to keep track of multiple projects, so I eventually made the decision to move my focus back completely to PC and let osu!stream sit without real updates for years. stream of beatmaps coming in.Īt the same time, osu! on PC was constantly growing in size.
![osu lazer download osu lazer download](https://skins.osuck.net/uploads/posts/2019-04/1555691052_screenshot3713.jpg)
Many of the mappers either lost interest or didn’t have enough spare time to keep a constant. The game did quite well from a sales perspective, but was hindered by the complexity of the beatmap creation process and limited song choice for mappers. It gained some attention over the internet, and was featured by Xamarin as a game made completely on the Xamarin.iOS framework (link now defunct, unfortunately). Updates were released in the form of new features (such as the ability to preview maps before downloading) and song packs over the next 2 years or so. During this time, I was concurrently working on the PC version of osu!, so osu!stream was somewhat a “side” project. Osu!stream began development on and was released on August 1 2011. In addition, unlike the desktop release I wanted to have a go at curating all game content, including both licensing music and putting together a team of awesome mappers to create the beatmaps.īefore I delve into some history and tidbits on the project, if you’re just interested in giving it a shot, click here to visit the app store and grab yourself a copy! History The focus was on trying new things, so not only did I want to experiment with mobile game development, but also add elements using multi-touch. Osu!stream was a project devised by me in 2012 to experiment with the idea of an osu! game on mobile platforms.