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Rythm Gaming


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#1 Failsauce

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Posted 05 April 2009 - 09:15 PM

I decided to ask about my secondary project as well, simply because I continually screw up with it. :)

It is essentially going to be open source Pop'n Music. A rythm game.

It starts with the title screen;
the player is able to choose whether they'd like to play with FIVE buttons [fun!] or NINE buttons [challenge!].

They are then shown the song selection screen, where they can scroll left or right through the available songs, each represented by an original banner.
Beneath each song banner will be a display for the difficulty for each song, measured in stars (x out of 10 stars, 10/10 being the most difficult).

I suppose each song would then have to have two charts, a five and nine panel chart.

I would like to have the notes scroll downward based on the bpm of the song.
I would also like the capability to add stops (based in seconds) to charts.

It's essentially like Dance Dance Revolution, except there are buttons in place of arrows-- and five to nine of them.

When the notes overlap with the buttons at the bottom of the screen, the player hits the corresponding button on their keyboard, and based on how accurate their timing was, gets a grade: MISS, if they miss completely, OFF!, if they're late or early, COOL!, if their timing is close, and FEVER!!, if their timing is perfect.

I want there to be the option for players to edit their own charts (bpm, stops, note placement, and the difficulty (x/10) etc and save them; the chart (file, I suppose) could be saved into a zip folder along with the .mp3 file and uploaded and shared with others.

This is an example of what Pop'n looks like.

First things first-

I've been checking out some of the rythm games on here, learning a bit about them. I can't seem to get the actual rythm part of the game to work, however.

How would I go about getting the notes to scroll down the screen based on a chart I created with the bpm I set it to? --How would I have the game save that "chart" as information to a file to be read later.

Would I need to preload the song so the chart plays to the bpm?

D: for a side project, this seems more difficult than my main thinger.

*edit - GM7 Lite. D:!

Edited by Failsauce, 05 April 2009 - 09:16 PM.

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#2 Obj_Control

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Posted 05 April 2009 - 09:23 PM

Well, you could write to an ini file something like this.

[Flavour Rainbow (Joyful Song Name)]
C=XXXQXXXXXX
A=XXQXXXQXXX
G=XXXXQXXXXX
F=XXXQXXXXXX
E=XXXXQXXXXX
D=XXXXXXXXQX
C=QXXXXXXXXX
BPM=88
Beats=10

And then the game reads it, and plays it?
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#3 Failsauce

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Posted 05 April 2009 - 09:35 PM

Would I need to do anything specific to allow the game to read those instructions?

Does each note need to exist as an object?
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#4 Failsauce

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Posted 06 April 2009 - 05:30 AM

*Edit

:)!

So I finished the background image as well as the buttons at the bottom.

However.

The buttons at the bottom don't align perfectly with their appropriate color column.
With the exception of the left-most white button, they are all too far to the left.

About one pixel each, until it gets to the right blue button. From there, they are TWO pixels too far to the left.

How can I rectify this?

--

ALSO, how can I set the name of the song at the top of the stage [middle of the rainbow on the orange border] as a variable that changes based on the name of the song chosen? Would I have the name read as a variable based on input from the song's .ini file? (<<was that just jibberish?)
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#5 Raidation

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Posted 06 April 2009 - 06:10 AM

This is one that I made about a month ago. It doesn't have all the features you want, but it's close enough. Look at how I stored my songs.
Example.gmk

Needs GM7.
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