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A collection of 20 items created by. Simon Evo. Rogal Dorn. Epikas Jones. Solar Aaron. Moonstone Offline. All the good stuff that's burried in a mountain of unplayable garbage. Ordering of skins is by most playable good for score to least playable but pretty, though most of the drives are pretty playable even with the temporary blindness they cause.

More modes and skins to come later. Items Created by Classified. Simple edit of Simplecolours made to fit my personal taste. You can get the original here Any feedback is much appreciated Created by Solar Aaron. This is a personal skin based on the classic skin. I'm considering adding some sort of photosensivity warning Created by OctaKhan.

I made a skin based off of the game Hotline Miami. It features palm trees at the side of the road and has a Delorean that you ride the track with. I am not affiliated with Hotline Miami or Dennaton Games at all Created by Nightcide. Dusk lonely. Workshop Home About Workshop. Start browsing below to find player-created content for your games. Interested in creating content? Click here to learn more.

Most Recent. Showing 1 - 8 of 1, results. Join the Steam Workshop Community Group. Ever dreamed of seeing your brilliant ideas come to life in games played by millions of people?

Now you can, with the Steam Workshop. Here you can submit, find, rate, and download new content and modifications for your favorite Steam games. Different games may use the Steam Workshop in different ways, but everything here is created by members of the Steam community, just like you. This file can be launched via any lua interpreter and contains only calculations which are specific for this mod.

The main idea is very simple - we just build game tree with fixed max depth and looking for highest score in the leafs. Then we decide collect or skip current block and go for the next iteration. This algorithm works fine during most part of the song but can lose many points on powerblocks. The most obvious solution is to increase max depth near PB's but it has too big computational complexity because size of game tree grows exponentially. I put some commentary in source code so if you don't underastand something they may help.

If you have any suggestions, ideas or bug reports feel free to post them on mod page in Steam Workshop. I have few ideas how to improve calculations but they not that easy in implementation. So i don't think i'll do something now alone unless someone inspires me somehow.

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