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Full Version: -\-\-\help With Ddr Freeze Arrows-\-\-\
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XD005
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.. sad.gif

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)
~Dannyboy~
QUOTE
CODE
sqrt*abs(54)+yy=length
length/time=result
I get seriously confused.
And so you should be that's the most buggy useless piece of code i've ever seen tongue.gif .

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.
XD005
QUOTE (~Dannyboy~ @ Dec 18 2007, 02:04 AM)
QUOTE
CODE
sqrt*abs(54)+yy=length
length/time=result
I get seriously confused.
And so you should be that's the most buggy useless piece of code i've ever seen tongue.gif .

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.
XD005
QUOTE (~Dannyboy~ @ Dec 18 2007, 02:04 AM)
QUOTE
CODE
sqrt*abs(54)+yy=length
length/time=result
I get seriously confused.
And so you should be that's the most buggy useless piece of code i've ever seen tongue.gif .

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
~Dannyboy~
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 wink1.gif
XD005
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 wink1.gif
*



It's basically a arrow that cames up and you have to hold it
~Dannyboy~
QUOTE
It's basically a arrow that cames up and you have to hold it
And then the next arrow comes up, right?
XD005
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.
Rusky
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.
XD005
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)
Rusky
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)))
XD005
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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