-\-\-\help With Ddr Freeze Arrows-\-\-\, -\-\-I am seriously frustrated....-\-\-\ |
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-\-\-\help With Ddr Freeze Arrows-\-\-\, -\-\-I am seriously frustrated....-\-\-\ |
Dec 18 2007, 03:15 AM
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#1
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Daxter (For PSP) Fan Group: GMC Member Posts: 1194 Joined: 21-April 06 Member No.: 48554 |
Thats not exactly what I wanted but it might get more attention. What I actually need is Guitar Hero hold notes. Freeze arrows and hold notes are essentially the same thing btw.
I am seriously frustrated, confused and clueless on how to do this. I just want to point out now that I am not extremely fluent with GML but for the most part am. Like when you start going: CODE sqrt*abs(54)+yy=length length/time=result I get seriously confused. Well anyways I just need a example on how to do sustained notes. Please!!!!! Help me and if I can trust you with my GM6 I will do a quick 'background check' and think about it but I'd really like for you to just do a example, since my GM6 and development files usually isn't optimized and it currently takes up 1.56 GBs I'd rather not send the GM6.. sustained notes are ![]() (the long things in this picture) or are the equal to freeze arrows in DDR: ![]() (freeze arrows are the green arrows in the picture) This post has been edited by XD005: Dec 19 2007, 12:42 AM |
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Dec 18 2007, 09:04 AM
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#2
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~hoqhuue(|~ Group: GMCG Posts: 1886 Joined: 23-March 07 From: Melbourne, Australia Member No.: 74211 |
QUOTE CODE sqrt*abs(54)+yy=length I get seriously confused.length/time=result Anywho, GM doesn't have any inbuild sound editing type stuff so if I understand your question right you'll have to look for a DLL. Vote YoYo, see my sig. |
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Dec 19 2007, 12:33 AM
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#3
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Daxter (For PSP) Fan Group: GMC Member Posts: 1194 Joined: 21-April 06 Member No.: 48554 |
QUOTE (~Dannyboy~ @ Dec 18 2007, 02:04 AM) QUOTE CODE sqrt*abs(54)+yy=length I get seriously confused.length/time=result Anywho, GM doesn't have any inbuild sound editing type stuff so if I understand your question right you'll have to look for a DLL. Vote YoYo, see my sig. Not that kind. Have you ever played DDR? Those little hold arrows is the type of thing I need but guitar hero style. |
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Dec 20 2007, 01:15 AM
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#4
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Daxter (For PSP) Fan Group: GMC Member Posts: 1194 Joined: 21-April 06 Member No.: 48554 |
QUOTE (~Dannyboy~ @ Dec 18 2007, 02:04 AM) QUOTE CODE sqrt*abs(54)+yy=length I get seriously confused.length/time=result Anywho, GM doesn't have any inbuild sound editing type stuff so if I understand your question right you'll have to look for a DLL. Vote YoYo, see my sig. Also it wasnt supposed to make sense it was just a example |
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Dec 20 2007, 01:19 AM
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#5
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~hoqhuue(|~ Group: GMCG Posts: 1886 Joined: 23-March 07 From: Melbourne, Australia Member No.: 74211 |
QUOTE Not that kind. Have you ever played DDR? Those little hold arrows is the type of thing I need but guitar hero style. No sorry I havn't played the game, mabey if you could explain it without needing to play the game I could help |
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Dec 20 2007, 01:21 AM
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#6
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Daxter (For PSP) Fan Group: GMC Member Posts: 1194 Joined: 21-April 06 Member No.: 48554 |
QUOTE (~Dannyboy~ @ Dec 19 2007, 06:19 PM) QUOTE Not that kind. Have you ever played DDR? Those little hold arrows is the type of thing I need but guitar hero style. No sorry I havn't played the game, mabey if you could explain it without needing to play the game I could help It's basically a arrow that cames up and you have to hold it |
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Dec 20 2007, 01:23 AM
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#7
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~hoqhuue(|~ Group: GMCG Posts: 1886 Joined: 23-March 07 From: Melbourne, Australia Member No.: 74211 |
QUOTE It's basically a arrow that cames up and you have to hold it And then the next arrow comes up, right?
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Dec 20 2007, 01:31 AM
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#8
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Daxter (For PSP) Fan Group: GMC Member Posts: 1194 Joined: 21-April 06 Member No.: 48554 |
QUOTE (~Dannyboy~ @ Dec 19 2007, 06:23 PM) QUOTE It's basically a arrow that cames up and you have to hold it And then the next arrow comes up, right?Just look at this video. http://www.youtube.com/watch?v=qWWHk-0_isk the long green arrows are freeze arrows. And this was just a random song. |
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Dec 20 2007, 01:25 PM
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#9
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GMC Member Group: GMC Member Posts: 2091 Joined: 4-September 06 From: Airship Abubalay Member No.: 58735 |
Could you tell us how you're doing the normal notes? Otherwise we'll probably give you a solution that doesn't work with your game.
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Dec 21 2007, 12:48 AM
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#10
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Daxter (For PSP) Fan Group: GMC Member Posts: 1194 Joined: 21-April 06 Member No.: 48554 |
QUOTE (Rusky @ Dec 20 2007, 06:25 AM) Could you tell us how you're doing the normal notes? Otherwise we'll probably give you a solution that doesn't work with your game. CODE Information about object: Green_Fret_norm
Sprite: Gaudy_Green Solid: false Visible: true Depth: 0 Persistent: false Parent: <no parent> Mask: act_fretmask Create Event: execute code: depth=800 image_speed=0.30 if number of objects Activater_Green is Larger than 0 move to position (Activater_Green.x,y) if global.isrealgame is equal to 0 set Alarm 0 to 100 with a chance of 1 out of global.starpowerchangefacter do perform the next action if draw_hub.star_power_on is equal to 0 set the sprite to Fret_Power with subimage -1 and speed 0.30 Destroy Event: execute code: if (draw_hub.star_power_on=true) { health+=10 } else { health+=3 } if global.effects is equal to 1 create a small effect of type flare at (x,y) of color 4227072 above objects Alarm Event for alarm 0: destroy the instance Step Event: if expression sprite_index=Fret_Power is not true execute code: if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)<10) { draw_hub.alarm[0]=30 global.status="Rockin'" health+=20 SS_SetSoundVol(global.Guitar,10000) score+=100 instance_destroy() exit } } } if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)<15) { draw_hub.alarm[0]=30 global.status="Good" SS_SetSoundVol(global.Guitar,10000) score+=50 health+=10 instance_destroy() exit } } } if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)<23) { draw_hub.alarm[0]=30 global.status="OK" SS_SetSoundVol(global.Guitar,10000) score+=40 health+=5 instance_destroy() exit } } } if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)>-5) && (point_distance(x,y,Activater_Green.x,Activater_Green.y)<5) { draw_hub.alarm[0]=30 global.status="Barely" SS_SetSoundVol(global.Guitar,10000) score+=10 instance_destroy() exit } } } else execute code: if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)<10) { draw_hub.alarm[0]=30 global.status="Rockin'" health+=30 SS_SetSoundVol(global.Guitar,10000) score+=200 instance_destroy() global.starpower+=global.increaseratio exit } } } if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)<15) { draw_hub.alarm[0]=30 global.status="Good" SS_SetSoundVol(global.Guitar,10000) score+=100 health+=15 instance_destroy() global.starpower+=global.increaseratio exit } } } if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)<23) { draw_hub.alarm[0]=30 global.status="OK" SS_SetSoundVol(global.Guitar,10000) score+=50 health+=10 instance_destroy() global.starpower+=global.increaseratio exit } } } if keyboard_check(global.fretbutton1) { if keyboard_check_pressed(global.strumup) || keyboard_check_pressed(global.strumdown) { if (point_distance(x,y,Activater_Green.x,Activater_Green.y)>-5) && (point_distance(x,y,Activater_Green.x,Activater_Green.y)<5) { draw_hub.alarm[0]=30 global.status="Barely" SS_SetSoundVol(global.Guitar,10000) score+=10 health+=5 instance_destroy() exit } } } if global.ghostfretsmode is equal to 1 execute code: image_alpha=0.70; Other Event: User Defined 0: execute script play_random_screwup with arguments (0,0,0,0,0) execute code: health=-global.lostratio SS_SetSoundVol(global.Guitar,0) This post has been edited by XD005: Dec 21 2007, 12:50 AM |
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Dec 21 2007, 07:13 PM
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#11
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GMC Member Group: GMC Member Posts: 2091 Joined: 4-September 06 From: Airship Abubalay Member No.: 58735 |
One thing you could do is make a separate type of object for the note you hold out, with the origin in the same place on the note as the non-trailed ones. Then do the same kind of checking but then have another one as well that checks if it's still held down until there's not a collision with the activator (use if (!place_free(x, y)))
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Jan 4 2008, 10:59 AM
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#12
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Daxter (For PSP) Fan Group: GMC Member Posts: 1194 Joined: 21-April 06 Member No.: 48554 |
QUOTE (Rusky @ Dec 21 2007, 12:13 PM) One thing you could do is make a separate type of object for the note you hold out, with the origin in the same place on the note as the non-trailed ones. Then do the same kind of checking but then have another one as well that checks if it's still held down until there's not a collision with the activator (use if (!place_free(x, y))) I tried that just now it dosent work. Or maybe I'm doing it wrong. Could you make a example possibly? |
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