Classic Rows

Making a Classic Row

Now that you've got the song in place, it's time to make some beats. Head over to the Rows tab and press the green plus icon. This will create the first row in your level.
Press play and you can now see your new Samurai friend
The new panel that has opened contains some important information about your character, which player controls their beats in a 2 player level (or if the game hits these beats automatically), and what sound is used for their beats.
There are plenty of characters to choose from to make your level
The most important option is the top one, Type. Type has two options, Classic and Oneshot. Classic rows follow a 7 beat pattern, while a Oneshot row has 2 beats. A row can only have one Type of beat on it.
For now, click anywhere on the timeline to place your first beat.
By hovering your cursor over the beat, the green lines give a visual indication of where each pulse in the beat lies, and the yellow mark is the 7th pulse.

Tick

The Tick is the length of each pulse in a beat, so by changing it to 2 you can double the amount of beats it takes for each pulse to complete, and 0.5 halves it.
Examples of different Tick lengths: 2, 1, and 0.5
Some Tick values are used more than others, namely: 1, 0.75, 0.6666, 0.5, 0.3333, 0.25, 2, 4
These are also the common lengths of beats used in songs, so if you find that you have to use different numbers very often, there is a good chance that your BPM is wrong.

Swing

By moving the Swing slider, you'll notice that the green markings on the beat move back and forth. Changing the Swing means that beats won't be evenly spaced, instead there will be a long and short cycle between pulses.
Here is an example of the difference swing makes - the top row has no swing, while the bottom row has 0.5 swing
Do not use the maximum swing amount possible, since this will make it look like the pulse is skipping through the row.

Switch to Set Row Xs

Pressing this option will remove the beat and replace it with a new panel.
Here you can add Offbeats and arrow pulses by left clicking for offbeats, and right clicking to cycle through arrows.
An Offbeat, as indicated by a red X, will not play the row's beat sound as the pulse crosses it. Arrow beats do not affect gameplay, but just change the appearance for that one beat.
A Set Row Xs event will last as long as you want until you replace it with another, so you don't need to repeatedly put down Set Row Xs events for the same pattern.
If you place an Offbeat on the first beat of a row, players will not be able to hear the difference between a standard 7 beat row and your newly created 6 beat row. Avoid doing this to keep your patterns fair for players.

Break into Free time pulses

Free time pulses (also known as freetimes) are special types of beats that you can change the timing of each beat individually, make go backwards, or even place the beat anywhere you want.
Example of a freetime
Be careful using freetime beats as they can be unfair for players. Remember that the person playing your level hasn't necessarily heard the song before.

Terminology

Pulse - Each part of a beat - indicated by green and yellow lines
Classic - The standard type of beat, and lasts for 7 pulses
Oneshot - A different beat type that lasts for 2 pulses.
Tick - Amount of time between pulses, measured in beats
Swing - Changes the duration of a pulse to be longer / shorter
Offbeat - A red X, the pulse will not play the row's beat sound on these
Free time - A special type of beat that lets you change each pulse individually
Last modified 2yr ago