ShattenReyze - Forum

Archives => General Discussion Archived => : cat June 04, 2011, 03:32:59 PM



: Rhythmgame first TV-Demo
: cat June 04, 2011, 03:32:59 PM
Hi!

I've uploaded the first TV-Style demo of the Rhythmgame.

New stuff:

*) TV look (obviously)
*) elevator buttons
*) replaced amulet by yellow score-digit
*) replaced multiply-counter by small lights
*) don't fade entire screen, only part inside the tv-screen (like old crt)

Download here: www.sonores.de/reyze/Rhythmgame_cat_0_2.zip (http://www.sonores.de/reyze/Rhythmgame_cat_0_2.zip)

Things I'd be interested in:
*) is it good to play?
*) should I move the play-area? (up/down, stretch/unstretch)

The grey lines where the traps are flying is only temporary, I'll replace it with something nice once the position is fixed.


: Re: Rhythmgame first TV-Demo
: abstauber June 04, 2011, 05:21:33 PM
Arrgh! The zip is corrupted, I can't decompress the file  :o


: Re: Rhythmgame first TV-Demo
: cat June 04, 2011, 06:10:18 PM
I reuploaded it and downloaded it again and could not open it either... The file also had a different size than the one I uploaded.

Here is a new link http://www.fileupyours.com/view/285513/Rhythmgame_cat_0_2.zip (http://www.fileupyours.com/view/285513/Rhythmgame_cat_0_2.zip) please get the file and put it on your server, my webspace isn't that large.


: Re: Rhythmgame first TV-Demo
: abstauber June 04, 2011, 07:38:29 PM
Re-Upped it, so the first link is functional again (Filezilla didn't mangle the zip :) ).

What should I say... graphically it is wonderful. Fade-In looks great, 3D mode always looked great and now even looks better. I still can't believe that the volt-meter actually works  8) 8) Terrific!

So - everything looks awesome and I'm sure that this one of the most impressive mini-games AGS has ever seen.

On the downside the gameplay appears quite unpredictable to me: I never managed to fully charge the volt-meter, so either I simply suck or the active (hot-note) area is not where it is supposed to be. At least I have the feeling that the hot-note part is 5-10 px too low.
So my basic thought is that this area has to be a bit broader and a few px higher. At song 2 it's really noticeable.

Still.... wow!


: Re: Rhythmgame first TV-Demo
: cat June 04, 2011, 08:31:49 PM
Re-Upped it, so the first link is functional again (Filezilla didn't mangle the zip :) ).
Thanks, I used the built-in Windows-FTP client, I guess I should get another software for that.

What should I say... graphically it is wonderful. Fade-In looks great, 3D mode always looked great and now even looks better. I still can't believe that the volt-meter actually works  8) 8) Terrific!

So - everything looks awesome and I'm sure that this one of the most impressive mini-games AGS has ever seen.
I'm glad you like it!

On the downside the gameplay appears quite unpredictable to me: I never managed to fully charge the volt-meter, so either I simply suck or the active (hot-note) area is not where it is supposed to be. At least I have the feeling that the hot-note part is 5-10 px too low.
So my basic thought is that this area has to be a bit broader and a few px higher. At song 2 it's really noticeable.

Still.... wow!

Well, that was also my problem... After I made all items relative to each other (the playable area can now be moved with just 3 constants) I wasn't able to fill the amulett at all :-( it was not the code, the code was ok but I didn't get the right hitarea. Then I moved the area down a bit and suddenly I hit almost every trap and got a multiply higher than 10x!!!! on song 1 (I only play this song, because it is my favourite 8) ) So obviously it depends on player preference.

To cut a long story short: it is easy to move the circles up or down, but the problem is: where should they be?

Another thing: where should the multiply factor go? Should I make another set of lamps somewhere? Or an oldstyle http://en.wikipedia.org/wiki/Seven-segment_display (http://en.wikipedia.org/wiki/Seven-segment_display)? Or should we keep the score and multiply overlay?


: Re: Rhythmgame first TV-Demo
: abstauber June 05, 2011, 11:51:22 AM
Breaking the law, yeah!  8) Today I succeeded filling the amulet, now that I know where the area is. But this should be easy to fix. Inside the roomscript there was (hopefully still is) the variable songoffset. If you lower it about 50 or so, the area should be on spot.

The segment display is quite a nice idea, but adding it would use quite a few pixels and also it would catch more attention than the volt meter. I guess this might work:

How about using the volt-meter as the multiplication indicator, since it's already in the right spot and doesn't catch this much attention?

As for the progress bar, I think we can utilize one of the useless boxes on the right of the TV and add a vertical progress bar. Maybe something in the style of on of these elements:
(http://blog.arktis.de/wp-content/uploads/ikitt_screen.jpg)




: Re: Rhythmgame first TV-Demo
: Creyze Shattbot June 05, 2011, 11:55:32 AM
Cheap 80s electronic trash with lots of useless blinking lights and 7-segment-displays is what the world needs.

I'll play the rhythmgame soon and tell you how it went, I already ran a test without sound and it worked pretty well under WINE - now I'll chek it out with sound.


: Re: Rhythmgame first TV-Demo
: abstauber June 05, 2011, 11:58:34 AM
Sure, but having a visually more attractive segment display that is less important than the volt meter will confuse gamers.

Of course the progress-bar I was talking about, could also be changed to a segment-display percentage display.


: Re: Rhythmgame first TV-Demo
: cat June 05, 2011, 12:00:53 PM
I'd rather do it the other way round: keep the voltmeter for progress (like amulett) and add a vertical multiplicator. The voltmeter doesn't really display distinct number which would be needed to show a multiplication and i think it symbolizes the "fill up" better.


Btw, I just uploaded the source Rhythmgame_src_cat_0_2.zip (http://Rhythmgame_src_cat_0_2.zip) (this time with filezilla, should work now). You can change the height of the target circles here:

Rhythmgame.asc line 678:
int spritey = FloatToInt(target, eRoundNearest) - circleon.Height/2 + 4;

just change the +4 to something different


: Re: Rhythmgame first TV-Demo
: Creyze Shattbot June 05, 2011, 12:05:31 PM
Just tried it with sound, it's rather unplayable, sadly. I did score quite a lot, but it didn't feel like it had anything to do with the song - I'll try again on another computer. And I think I'll just leave the design up to you - blinking lights might really be too confusing, but I would still enjoy a seven-segment score display - and I'd keep the voltometer as a progress display as well.


: Re: Rhythmgame first TV-Demo
: abstauber June 05, 2011, 12:11:39 PM
There will be no score in the final version ;) The segment display would be for the multiplicator.

One big problem I'm having with the volt-meter is that you don't know when your through. A simple progress bar tells you: I'm full, you've won. But you don't get it from the volt-meter. You still have to guess whether there are some pixels to go or if you're already through the game.

Also it's too hard to read from the corner of the eye. Most of the time the player will concentrate on the main screen, not on the elements.


: Re: Rhythmgame first TV-Demo
: cat June 05, 2011, 12:17:52 PM
What about the green box directly on top of the voltmeter - the multiply could go there


: Re: Rhythmgame first TV-Demo
: cat June 05, 2011, 03:11:55 PM
Just for info:

We had a skype session and decided that the voltmeter will stay as progress indicator but I will add an additional indicator when the "amulet is full" i.e. the game is won

We also found a bug regarding the hitzone that made the game more difficult (already found and fix it, btw...)


: Re: Rhythmgame first TV-Demo
: Creyze Shattbot June 05, 2011, 03:35:28 PM
Alright, thanks!


: Re: Rhythmgame first TV-Demo
: cat June 18, 2011, 08:27:38 AM
New Version!

*) target bug fixed
*) graphical multiply counter
*) fixed the cable pixel at the bottom

Game:
www.sonores.de/reyze/Rhythmgame_cat_0_3.zip (http://www.sonores.de/reyze/Rhythmgame_cat_0_3.zip)

Source:
www.sonores.de/reyze/Rhythmgame_src_cat_0_3.zip (http://www.sonores.de/reyze/Rhythmgame_src_cat_0_3.zip)

I'd love to get this done before Mittens so we have something to show off  ;)


: Re: Rhythmgame first TV-Demo
: abstauber June 18, 2011, 09:54:28 AM
New Version!
Hooray!

*) target bug fixed
Yep
*) graphical multiply counter
Looks nice and works great
*) fixed the cable pixel at the bottom
Yup, looks way better now


But boy is this still hard to win, I only beat it once. Also it has to be more clear when a note is hit and when a song is won. The little plus sign works, but it's too hard to spot in the middle of the heat. So in addition to that we need something more visible. Maybe a screen flash and a fanfare.. something like that.

Also it runs quite choppy at the moment. The songs "jumped" the position from time to time - but since the new songs will have only one track instead of two, this will hopefully be gone.

I'd say at this stage it doesn't make sense to continue with the "old" guitar hero songs, but to start including the Mittens Song (and maybe one more).

@Sebastian: Can you and/or David make a first version of the Mittens song? Speed has to be 100 bpm, everything else is up to you.


: Re: Rhythmgame first TV-Demo
: cat June 18, 2011, 12:46:24 PM
I already thought that the lamp is too small.

I thought about a short shakescreen, but this might be too disturbing. A fanfare sounds great *looksatthesounddepartment*


I guess I have played this game way too often, I still win everytime I play it... But I have to admit, by now I don't play with the graphical target anymore but mostly by the sound.
Maybe the target circle position is still not correct? You can try I if you find a better position for yourself. Just add or remove a few pixel to spritey in RhythmGame.asc line 681.

Also, we should start with some veeery slow and easy tunes for the cat and Mila.


: Re: Rhythmgame first TV-Demo
: Creyze Shattbot June 18, 2011, 04:49:45 PM
I'll call up David and we'll do the cat and Mila tune soon, probably next week. Could you briefly explain the note triggering again, or point me to the right thread? I forgot what Midi notes have to be used to display the dropping tiles...

About the fanfare: I think I'd rather make it a kind of low-fi noise bleep coming out of the device, so it stays in line with our incredibly strict Dogma rules. Expect sounds soon!


: Re: Rhythmgame first TV-Demo
: abstauber June 18, 2011, 05:05:39 PM
Could you briefly explain the note triggering again, or point me to the right thread? I forgot what Midi notes have to be used to display the dropping tiles...

http://fretsonfire.wikidot.com/creating-songs-with-midi-files (http://fretsonfire.wikidot.com/creating-songs-with-midi-files)
But for the first time, I could do that too.

About the fanfare: I think I'd rather make it a kind of low-fi noise bleep coming out of the device, so it stays in line with our incredibly strict Dogma rules. Expect sounds soon!
Yay... @cat: Some kind of visual feedback would still be cool (eg. green button flashes).


: Re: Rhythmgame first TV-Demo
: cat June 18, 2011, 05:26:05 PM
Yay... @cat: Some kind of visual feedback would still be cool (eg. green button flashes).
Ok, green button it is! (Why didn't I think of that?)

About the fanfare: I think I'd rather make it a kind of low-fi noise bleep coming out of the device, so it stays in line with our incredibly strict Dogma rules. Expect sounds soon!

Low-fi-noise-bleep sounds great!
Btw, could you play the game now or is it still unplayable for you?


: Re: Rhythmgame first TV-Demo
: abstauber June 19, 2011, 06:30:00 PM
No, it's quite playable now, but still very hard. You absolutely need both: music and graphics and we should make it easy enough, that even deaf people can play it ;)


Sorry, the copyright must be in the template.
Please notify this forum's administrator that this site is missing the copyright message for SMF so they can rectify the situation. Display of copyright is a legal requirement. For more information on this please visit the Simple Machines website.