Here's a thing that's been on my mind as of late:
If you're going through a stream or a similar sequence but aren't pressing the keys with quite the right frequency, you might slowly drift off and start getting OKs.
As the approach rate and/or accuracy increase, it can get trickier to tell if you're hitting the circles a little early or a little late without looking at the hit error meter, which means taking your eyes off the circles¹.
Therefore I would like to propose the following: allow skins to supply separate animations for early/late hits (like
Here's a quick edit I made in an afternoon:
https://github.com/YAL-Forks/osu/tree/early-late
The code isn't the best and it's not using the actual "late" images despite me introducing time offset sign to JudgementPooling, but you can get an idea of how it'd feel:

Early hit vs late hit
Here's a test skin used for the above screenshot:
https://www.dropbox.com/scl/fi/qnwo0jvij8loymyhsfik6/WhiteCat-2.1-yal.osk?rlkey=mnv651a8g67f1snlh20b8i8ui&dl=0
¹ Placing one or more hit error meters amid the play field is an option, but a slightly weird one given that they draw over the circles.
If you're going through a stream or a similar sequence but aren't pressing the keys with quite the right frequency, you might slowly drift off and start getting OKs.
As the approach rate and/or accuracy increase, it can get trickier to tell if you're hitting the circles a little early or a little late without looking at the hit error meter, which means taking your eyes off the circles¹.
Therefore I would like to propose the following: allow skins to supply separate animations for early/late hits (like
early-hit50
or late-hit100
) and have a setting for whether these should be used.Here's a quick edit I made in an afternoon:
https://github.com/YAL-Forks/osu/tree/early-late
The code isn't the best and it's not using the actual "late" images despite me introducing time offset sign to JudgementPooling, but you can get an idea of how it'd feel:
Early hit vs late hit
Here's a test skin used for the above screenshot:
https://www.dropbox.com/scl/fi/qnwo0jvij8loymyhsfik6/WhiteCat-2.1-yal.osk?rlkey=mnv651a8g67f1snlh20b8i8ui&dl=0
¹ Placing one or more hit error meters amid the play field is an option, but a slightly weird one given that they draw over the circles.