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1  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: December 26, 2022, 10:21:18 AM
Ha, this board still works.
So after 3 years of abstinence: Merry Christmas everyone!
2  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: December 26, 2017, 06:28:16 PM
Oh noes, we totally missed 2016.

Merry Christmas and a happy new year in advance  Grin
3  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: January 16, 2015, 12:40:09 PM
...aaand a happy new year + half of January Cheesy

4  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: December 24, 2013, 11:04:12 AM
Ye be righty. Let's not do this again  Kiss

Merry Christmas!
5  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: December 24, 2011, 04:25:27 PM
Wow,  time's really passing by fast this year.

For some reason I always run out of time at the end of the year, so (yet again) I'm really sorry for terribly low post-count the last weeks. So I'm really happy and glad to have you all around.

Merry Chrismas and a happy new year!
6  Archives / General Discussion Archived / Re: Post your fav musical episode for SR on: August 05, 2011, 12:37:32 PM
We can make it non-linear and leave the choice to the player.

So we offer location A and B and when both locations are completed Ashra finishes the mobile NimBUS so they can reach location C, which is the steamer.

Sounds good to me Smiley


To gain some variety I'd like the first three locations to take place during daylight if it's fine with you.



7  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: 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 Wink
8  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: 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
But for the first time, I could do that too.

Quote
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).
9  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 18, 2011, 09:54:28 AM
Quote
New Version!
Hooray!

Quote
*) target bug fixed
Yep
Quote
*) graphical multiply counter
Looks nice and works great
Quote
*) 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.
10  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 05, 2011, 12:11:39 PM
There will be no score in the final version Wink 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.
11  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: 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.
12  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 05, 2011, 11:51:22 AM
Breaking the law, yeah!  Cool 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:



13  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 04, 2011, 07:38:29 PM
Re-Upped it, so the first link is functional again (Filezilla didn't mangle the zip Smiley ).

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  Cool Cool 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!
14  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 04, 2011, 05:21:33 PM
Arrgh! The zip is corrupted, I can't decompress the file  Shocked
15  Archives / General Discussion Archived / Re: Der Guitar-Hero Code-Thread on: June 03, 2011, 03:29:06 PM
Puh - ich kann mir vorstellen, dass der neue Hintergrund nervtötend ist. Aber ich wette, dass es ziemlich beeindruckend aussehen wird. Mich hat ja schon der 3D Modus von den Socken gehauen.

Wenn du's fertig hast, wäre es übrgens prima, wenn du einen neuen, englisch sprachigen Thread dafür aufmachen könntest. Dann können Mathieu und Andy auch mitlesen.
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