woah, what?!
hello, i got bored. welcome to how to not suck at the rd editor
by the way this isnt even close to done lmao please correct me for anything thats wrong or could be explained better and whatnot, and if youre somehow finding this and actually learning from it and have any questions you can consult rdl's #rd-editor channel
table of contenting
theres some terminology one should know to be an rd editor person people maybe
Tick/2
beats earlier------
is a normal classic beat, whereas ----xx
is the intimate pattern. syncopation is shown with >
. a synco with an X doesnt have a common representation, and so often the X is shown in the pattern and the synco position is specified in plain textmfw my performance is live
the most important part of rhythm doctor is that its a rhythm game*, so naturally if you fuck this up youre completely screwed
first, get your song in song audio file format obviously. its recommended to use .ogg
since the offset randomly fucks up with .mp3
s, and .wav
s are most of the time unnecessarily big and just take up file space
you can get your song from youtube using this neat tool if you can figure out how to use it, otherwise you can search "youtube to ogg
" or like any other music site and get it from there. point is you just gotta download it
then, just put it in the Play Song
event that should be at the beginning of the level in the Sounds Tab
(you have to save the level as a .rdlevel
first). click on the folder icon and you can navigate to where the file is.
download audacity, shits good for audio editing in general
now if youre a lazy fuck, you can ask rdl's #rd-editor channel if someone can find it for you
otherwise do this
.ogg
from here!)many ways. way 1, if your song is popular enough, someone will have done the work for you and you can just search "[song name] bpm
" on google probably
way 2 if its more niche (probably maybe) you find it yourself
you can use this site to tap with the bpm and get an approximate number (you can do the exact same thing from rhythm doctor's Play Song
event too)
if you know what youre doing and know how the waveform works, way 3 is getting a daw (like fl studio trial) and lining it up so the bpm matches the metronome. this is especially useful for bpm changes throughout the song and bpm drift
"一二三四五六七"
Let's get one thing clear before anything else. One thing you must learn in Rhythm Doctor is that not everything must match the song exactly. you (might) die if you try doing this for a lot of songs
think samurai techno; its a normal classic beat with nothing special. a Yī èr sān sì wǔ liù qī
. when you place anything on a classic row, this is what appears.
you can give it different things; you can change the tick (and if the song isnt too weird, it should usually be a pretty "normal" number, like subdivisions of 2 and 3, think 1, 0.75, 0.666, 0.5, 0.333, 0.25, 0.125 if youre feeling fancy, you get the drill), you can change the beat modifiers, swing, or use other gimmicks
swing is all fine, just dont do heck swing (or anything really really really close to it, like 1.9999 swing on a 1 tick beat)
the following are default:
Xs (or offbeats) can be placed on any of the 6 pulses. notes:
-xx-xx
, used by Owl, and requires Owl Counting Sounds
to cue properly-xxx-x
, used by Oriole in Steinway
, can only be used in combination with chopin rowsarrows (up and down arrows) are purely aesthetic and do not affect gameplay****
syncopation (right facing arrows) have some guidelines:
Chirp
" sounds and using "Beep
" sounds
Beep
" sounds require the odd pulses prior to the syncopation pulse to NOT have Xs, as these are when the cues play. additionally, the pulse after the syncopation pulse cant have an X as another cue also plays hereChirp
" sounds can have any Xs that follow its guidelines, as long as "Cue modifier changes
" is enabledyou can break the classic into free time pulses to individually edit each pulse.
you can make custom patterns with this. these are most commonly used for gimmicks or just repeating patterns.
for repeating patterns, they must be otto-cued the first few times they're shown, and subsequent times can have either different audio cues, or a unique beatsound
free time pulses are especially useful for and seen frequently in custom community gimmicks, the most common of which will be explained after this section
where "N" means a number, this deviates from classic beats with 7 pulses.
for the well-known 8beat, there is a custom audio cue (discord message link, use beep_mid2.ogg
) that plays on the beginning, and the classic beat begins on pulse 2, moves back to 1, then continues as normal.
for higher numbers, it generally follows the same principle (e.g. 9beat begins on pulse 3, moves back to 1, then continues as normal; 10beat begins on pulse 4), but theres no generally agreed upon audio cue as it mostly never occurs
for smaller than 7 numbers (like 6beat and 5beat), the first beats can have Xs, and they must have Nurse
or Ian
Counting Sounds
(the Yī èr sān sì wǔ liù qī
) so the player knows what pulse the classic beat begins on.
4beat and 3beat exist, but they normally do not follow this and instead use different X patterns. 4beat uses -x-x-x
and requires Whistle
or Cockatiel
Counting Sounds
, and 3beat uses -xx-xx
and requires Owl Counting Sounds
2beat is just a oneshot. these are called "classicshots" sometimes. you can cue them like a oneshot and use a -xxxxx
pattern, and it should work fine, but like, its not necessary in most cases.
1beat is illegal with exactly one exception.
also called temp shift as a cute nickname for those who wanna save 1 second of time, it changes the tick of a classic beat in the middle of it playing, but not like swing. swing changes the spacing between the even pulses, while temp shift changes all of the ticks of the pulses after the cue by a multiplier of 0.75 or 1.5.
for example, with a 1 tick row, temp shift can change the ticks at any pulse to 0.75 or 1.5
you use these two cues to cue temp shift (click_high_amp.ogg
, click_mid_amp.ogg
).
one click is put one pulse before the tick change, and the other is put on the pulse of the tick change. if put in the order "mid
"->"high
", the multiplier is 1.5 (it speeds up), whereas if the order is "high
"->"mid
", the multiplier is 0.75 (it slows down)
mind that this can be hard to react to at high speeds and late in the beat
hey remember the arrows from beat modifiers? we made them a gimmick, so it may possible confuse some people if used for only aesthetic purposes
this does exactly the same as temp shift, except the multipliers are 0.5x and 2x respectively. they also only use 1 cue, and its the one that plays one pulse before the tick change. on this same pulse, the audio cue plays (either arrow_up_fast.ogg
or arrow_down_slow.ogg
).
for example, on a 1 tick row, arrow click can change the ticks at any pulse to 0.5 or 2
this is not 6beat, this is 6-beat tresillo (abbreviated once as 6TR, but more commonly 6bt). in total theres 6 pulses and they do a tresillo, with the player hitting on the last part of it (not onbeat).
the pulses go 1-2-3-5-6-7, as the 4th one is skipped to make it 6 beats. the visual indicator for this is a warning sign that appears on the 4th pulse. there is no custom asset for the warning sign individually yet, so you can get some custom characters with this gimmick from here (goobers.zip, "Banana
" and "Not Banana
"). this warning sign has an audio cue which can be taken from the tutorial level. theres also a cue for when 6bt is removed.
this can also have Xs, with the only exception being a -xx!-x
pattern (wherein !
is the warning visual cue).
so this is a bit easier and also less common- you break the classic beat into two groups of 3, these groups are evenly spaced and have the same rhythm, however there can be any length of pause between these two
for example, a 1 tick row will stop on the third pulse for 2 beats, then continue and stop again on the 6th pulse for 2 beats
you cue it by using this sound (tringHi.ogg) on the first pulse
imagine swing but non-uniform. the odd pulses are still evenly spaced, but the even pulses can be played at any point between its neighbouring pulses. for example, a 1 tick row will have the odd pulses on beats 1, 3, 5, and 7, and the even pulses can be anywhere, e.g. beats 2.5, 4, and 5.5
it has an audio cue with a swung-ish rhythm that goes "one, ..two- three!
" that plays to set the spookybeat indicators on the even pulses. these visual indicators are transparent-ish squares which can be taken from the tutorial level, as well as the cues. alternate audio cues can be taken from a level that uses this gimmick, like Pomodoro, or custom cues can be made as long as the first few spookybeats are otto-cued.
what is this, osu!? anyway the only thing they do is appear on the ECG exactly like an X, but its a circle. it has no audio cue, and it isnt often seen in most levels or in levels that dont already revolve around this gimmick. you tap when it passes by the circle, as well as on the 7th beat. like Xs, there can be multiple circles on an ecg.
this gimmick was made for the level Reverence, which just added the circle visual indicator instead of an X. this idea was borrowed from the original gimmick level Square
these are way less common and way less known than circles, but essentially theyre the same, as well as working better with normal levels due to having an audio cue. they were made for the level Fisted Cosmo and Supernova Street
these can only be placed on the 4th, 5th, and 6th pulses, and only up to 2 of them can be present at once. the intruder beat has a visual indicator on the pulse that it lands on which can be taken from here (json, glow, outline) or from the tutorial level.
the audio cues are not custom but rather existing sounds. you place a "Sidestick
" sound (pitch 50%, optionally volume 150%) on the pulse before the intruder beat, and a "Kick
" sound on the intruder beat. if there is an X before the intruder beat, "Sidestick
" is not played. if there are two consecutive intruder beats, "Sidestick
" will overlap with the previous' "Kick
" (this is fine)
g and tonic is a custom level in rhythm doctor that made it into and got cut from the main game, though it is still available through custom methods or datamining. it has a custom gimmick which doesnt really have a name other than the level name itself. this can theoretically be called "1beat" but its not useful to think of it like that really
99% of the time, for this gimmick to work, the song has to be made for the level. the song plays a melody, and then it plays it back. whenever the song's root note (like G) is played in the melody, there is a hit. the first time the melody is played is to "cue", whereas the second time is when the player hits. the hits are usually done with Pulse Free Time
on the 7th pulse to make an immediate hit, and its usually accompanied with a xxxxxx
ecg pattern purely for aesthetic purposes, as well as black tint and white glow on the row when cueing.