How would you make accuracy system?

what am trying is that I did some real simple rythm game and… I can’t think of how I would keep the 100% accuracy without going it over it.

Basically, if you have 2 Perfects, you will have 100%. If you got 1 Perfect and 1 Good 85% and so on.

Get the TimePosition of the song, assign a time position tag to the note and then when the player does an input, check if the time position of that song has any noted assigned.

I alr did those main things. I just need to make accuracy to put in numbers. Like in osu!mania, where it calculates your goods, perfects and etc

Well first off, if your going with percentages than if you miss once, you will never get back to 100%, and if you hit two notes you will still have 100%, as you haven’t missed yet and you’ve 100% hit the notes .

so basically the formula would be:(amount of times player hits a note)/(Number of notes so far) * 100

To add in the factor of good/perfect you would need to do some tweaking to this

examples:

hit 5 notes out of 6 the accuracy would be: 83.3%

2 out of 13: 15.3

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I could also try if you hit Good, instead of giving 1 whole note out of 2, why not give it like 0.75? I can try it but I do get your idea so thank you.

Turns out it worked out!

It would be (points gained by player)/(perfect score)

taking osu for example you would have a combo multiplier and different possible points for individual note accuracy, if they do a note badly then they get less points for that note, and if they miss you reset the combo multi. After a round ends, their score / max possible score would be the percentage

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technically, if you hit a good instead of a perfect, instead of making it 1 hit out of 2 notes, you could make it .75 out of two notes, then do the formula.

Example:
good = .75
perfect = 1

2 goods 3 perfects out of 7 hits = 64% opposed to if it was all perfects: 71%

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that’s a different accuracy, as that’s seeing the accuracy of the players score compared to the max, while mine is the accuracy of hits the player makes to the total hits so far, but both are useful for giving stats. Good thinking!

But only counting the individual hits might be a bad strategy, since players who mash all the keys for the entire round can get more points than someone who is actually doing it seriously

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well that’s where you would do tweaking, and for each miss you take away .5 percent, this will prevent mashing

Example:

3 goods 2 perfects out of 23 hits: 18% compared to with tweaking: 9.5%

also, this is up to @EpicMommyJane to decide which method

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