얼불춤 엔진 preRel.2 seatrus - Oyasmy Adofai Engine
얼불춤 엔진 preRel.2: When Your Level Editor Gets An Upgrade
So I've been messing with this Oyasmy engine thing for a bit now. As someone who spends more time in the editor than actually playing levels... this is interesting. Not perfect, but interesting.
First off - the name. "얼불춤 엔진" translates roughly to "Freeze Dance Engine" which is... poetic? I guess? It feels like one of those mapper stream culture things where creators design levels live, taking suggestions from chat. Very community-focused vibe.
Here's my breakdown, section by section:
UI Overhaul: Okay so the first thing you notice is everything looks... cleaner? But also more cluttered? It's like they took the default editor and gave it a caffeine overdose. More buttons, more panels, more everything. Tracks that are beautiful screensavers when paused, and instruments of torture when played? The preview window in this engine makes that painfully clear.
New Tile Types: This is where it gets fun for us creator types. There's this new "pulse" tile that syncs with background elements. Reminds me of when the track's geometry perfectly mirrors the song's waveform if you squint. Except now you don't have to squint - the engine shows you the waveform right there.
The Weird Stuff: So there's this "experimental phase" where you break all the rules just to see what happens. This engine has a whole section dedicated to that. Want to make a track that rotates AND moves sideways at the same time? Go nuts. The tools mastery journey gets a lot steeper though.
The slow, creeping realization that you are no longer playing for fun, but for something deeper? That hits different when you're building levels instead of playing them. You start seeing geometric patterns and potential "tap points" in everyday objects. This engine amplifies that. It's dangerous.
Now for the critique part (gotta be balanced right?):
The learning curve. Oh man. If you thought ADOFAI was hard to play... wait till you try to figure out where all these new buttons go. It's like someone took the "how to get into mapping" guides and threw half the pages out. You'll be Googling stuff for hours.
Compatibility? Yeah that's a thing. Does ADOFAI have a built-in frame rate limiter or vsync options? The base game does, but with this engine... sometimes things get weird. I had this issue where the background effects are either crucial rhythm cues or distractions placed by a cruel god. With the engine, they're BOTH, simultaneously.
And performance... what are the loading times like for different types of levels? With this engine, they're... longer. Definitely longer. Especially if you go overboard with the new visual effects.
But here's the thing: if you're the type who wants to experiment with game mods to alter the experience... this is basically a playground. A confusing, sometimes-broken, but incredibly creative playground.
Watching a map evolve through beta-testing feedback, from impossible to merely inhuman? That's the process this engine encourages. It's messy. It's chaotic. It's probably not for everyone.
But for a focused practice session targeting one specific difficult section of your OWN creation? Yeah, it's got tools for that. More than you'll ever need, probably.
Random questions that popped up: What keyboard keys are customizable in ADOFAI? (More with this engine). What are common mistakes new level creators make? (Using ALL the new features at once is definitely one).
So yeah. 얼불춤 엔진. It's a thing. Use it if you're brave, I guess?