tap, slide, hold and spin to a beat you can feel!
This is basically a “finished” project to me. For more information on the state and history of osu!stream, here's some further reading:
- Read my blog post about the final release
- "osu!stream" on osu! wiki
- Visit the App Store listing page
While contributions are welcomed I likely won’t have time to review anything too large. There are some exceptions listed below, mostly which fall under the clean-up umbrella – trying to get things into a good final state:
- Bring code standards in line with osu!lazer (using the same DotSettings configuration).
- Doing something about the amount of compile-time
#if
s in the code (especially inusing
blocks). - Bringing the
arcade
branch up-to-date and potentially merging changes back into master. - Documentation of any kind.
- Code quality improvements of any kind (as long as they can easily be reviewed and are guaranteed to not change behaviour). Keep individual PRs under 200 lines of change, optimally.
- Adding full android support (there's a wip branch but it's so outdated I think starting from zero would be easier). Note that this should not degrade the quality of existing code as much as possible, so above tasks may need to come first.
If you are looking to play osu!stream, the app store release is the best way to consume it.
The primary target of osu!stream is iOS. It should compile with relatively little effort via osu!stream.sln
(tested via Visual Studio for Mac and Rider).
It will also run on desktop (tested only on windows) via osu!stream_desktop.sln
. Note that the desktop release needs slightly differently packaged beatmaps (as it doesn't support m4a
of released beatmaps).
In addition, there is an arcade branch for the osu!arcade specific release. This branch really needs to be merged up-to-date with the latest master.
The process of mapping for osu!stream is still done via the osu! editor. I believe there was a custom build or mode in the editor to make it easier to place hitobjects at the same point in time, but should be possible out-of-the-box.
Tools for testing beatmaps are included (StreamTester
) and there is a branch for building a release of osu!stream with mapper-specific changes (heavily outdated and maybe not useful).
Some documentation exists in this document but beware that you will need some level of expertise to get the tools working and learn the process. If anyone decides to try mapping for osu!stream, I highly encourage you to contribute knowledge back in the form of pull requests to this README
or a separate MAPPING.md
if it gets too long.
osu!stream's code is released under the MIT licence. Please see the licence file for more information. tl;dr you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.
Please note that this does not cover the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law. As in don't go uploading builds of this without permission.
Also a word of caution that there may be exceptions to this license for specific resources included in this repository. The primary purpose of publicising this source code is for educational purposes; if you plan on using it in another way I ask that you contact me via email or open an issue first!