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Looking good! I probably won’t have much time in the near future to playtest this but from what I see through the video the functionality looks great!
Thanks!
Download link isn’t working?
Hey sorry about that, i just updated the link
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Hey Everyone! It’s been almost a month since the last video I uploaded (that was quick…) and I know i said it will only take days to upload a build but I took the decision to delay it so I can polish as much as can before anyone could play it. I hope that all this time reflects on the actual gameplay!In case you don’t know about the project read this:Gameplay Video:Working Download link: https://mega.nz/#!DcoCVQia!Hok50NQu4sBRCn_o_BJIcCKtG8B_QtaTvOgEKAWW9ikRight now it’s only compatible with PC. I can’t tell for sure if i’ll release a port for Mac and Linux because of me using a custom input system… but i’ll try to do it! Remember it can play all kinds of customs for Phase Shift!All you need to know for you to get songs into the game and on how to play is included in the readme file. PLEASE READ IT! I also included some songs and a list of changes between the private build I made (last month) and this one if you are interested” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
I hope all of you enjoy this VERY EARLY build of this project. Remember, Feedback is very important for me. Please report anything you like/dislike or any bug you find. It will help me to polish the game even more! ENJOY!What? Only 500-600FPS? Talk about poor optimization.
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Starting to look good! Will we get to only use a keyboard to play it? Haha, that would change the entire definition of a “keytar”.
It will support instruments too at a certain point
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Hey everyone! Since the last update I’ve been working on adding gameplay to the game. The gameplay shown in the video is still a bit basic and has some bugs but it’s getting somewhere. (Keep in mind that I’m also using a Keyboard). I should have a public build in the next few days!
Changelog since last update:Hit Detection SystemInput SystemBasic Score SystemTODO:– Improve Score System (Sustains, OD, etc.)– OD and Solo markers that affect on gameplay. (Right now if you strum those notes, they won’t give OD or they won’t count for a solo section).– Drum Gameplay– Instrument Support – LOTS OF BUG FIXING!That’s already in! I’ll include a setting to test out those things
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For the audio files I just load them directly into the game with WWW which then goes into different audio sources that have seperate mixer groups in it so I can later add things like bass boost or a mute if failed thing. For the framerate i just did something similar to lightmapping. I disabled all the lights on the scene, set all shaders to unlit and create textures with the reflections and light baked on them, also I tried to optimize the models by creating a very low poly version of them and… Instead of Instantiating the notes on realtime I just pre spawn them before the song starts and then just I just enable them as needed.
I guess then theoretically that’s how you can display the UI of vocals then, correct? The difficult part would actually be how the program calculates pitches.
Please forgive I’m still a newbie learning programming so this is all fascinating to me.
No problem, yeah, i can display the vocal notes along with the lyrics the same way as the instruments… as those are midi notes too, the only thing that would be missing is the vocal recognition
I uploaded a new video comparing the chart of TTFAF from Rock Band 3, i added hopos and markers like OD Phrases and forced HOPOs.
This is really cool. I’m actually very interested in seeing how you put it together code-wise.
I assume you have plans for eventual pro-instrumentation?
It is actually fairly simple once you get past the “try to read midi and get frustrated” part. I store all the notes (easy, medium, hard and expert) of an instrument in an array list, then depending on the difficulty the user selected (which in the video is hard coded at Expert) i filter all the notes that are not that specific to that difficulty except things like markers and send the other notes to another array which makes a difficulty change mid-song possible. After all releated to midi is setup, i “pre-spawn” the notes, and then I start a coroutine (a task that repeats until i stop it) that checks for the time and if a note has the same time as the current playback, i enable the note and set it up depending on the situation (it is a hopo? are forced hopos on/off enabled? is the length longer that a 1/16 note?, etc.). For the board sync i use a clock that counts Unity’s delta time and try to keep it in sync with the audio source.
I’m not experimenting with vocals yet as that is the most difficult instrument to make. I’ll try to implement them after I finish with the core instruments (5 – lane keyboard included).
nice start. What’s up with Phase Shift? I haven’t tried it. Is it open source? Might it be easier to optimize phase shift rather than build from scratch?
Phase shift is closed source. My problem with that game is the FPS i get, My PC never goes up from 40 FPS even at low settings
Wow that really looks amazing, I can’t wait to see your progress on this.
Thanks!
This looks great! I will definitely download this (if it has a free version) when it’s ready. Hey look, you got a another sub.
My plan is to release it free!
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