rhythm my doctor

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

terminology

theres some terminology one should know to be an rd editor person people maybe

audio (trm.)

gameplay (trm.)

classic rows (trm.)


oneshot rows (trm.)

audio

mfw 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 .mp3s, and .wavs 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.

mah offset

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

  1. open audacity
  2. drag and drop your audio song file (if its in another format, you can also re-export it to a .ogg from here!)
  3. zoom in to the beginning, specifically where the waveform of the song starts
  4. select it (you can zoom in as far as you want really)
  5. down at the bottom you should see the amount of ms from the start. this is your offset. when you put this audio into rhythm doctor, you will use this number (you can also just zoom in to where you clicked to see more decimal precision if you really wanted to)

image showing where everything is lol

mah bpm

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

gameplay

classic rows

"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

classic classic

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)

beat modifiers

the following are default:

Xs (or offbeats) can be placed on any of the 6 pulses. notes:

arrows (up and down arrows) are purely aesthetic and do not affect gameplay****

syncopation (right facing arrows) have some guidelines:

free time pulses

you 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

Nbeat

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.

temporal shift

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

arrow click

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

6-beat tresillo

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).

3peat

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

spookybeats

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.

circles

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

intruder beats

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

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.