Klang - Become one with the music

Show us your works in progress and request feedback

Post » Thu Oct 02, 2014 2:02 pm

Image

Latest trailer: https://www.youtube.com/watch?v=rTvwDg7NqPA
Facebook site: https://www.facebook.com/Tinimations

I've been working on this project for about 4-6 months now, and I feel it's finally ready to be properly shared with the community. Klang is a rythm-platformer targeted for PC, Mac and Linux, and perhaps other next gen consoles if Construct 2 ever gets export support for those platforms.

I will post news and material regarding the game in this thread, and I would really appreciate it if the community is interested in providing feedback during the development. As of writing this. I plan on spending about 10-12 more months full-time developing this project into something refined, and worthy of a release on platforms like steam amongst other marketplaces.

Extended pitch:
Klang is at its core an evolution of traditional rythm games. Where previous games in the genre has mostly focused on pressing buttons in correct timing with the music, Klang expands upon this with adding the flair of exploration and platforming.

Klang is designed around the philosophy of merging dynamic world exploration with the
adrenaline rush of becoming one with the music through acting upon audiovisual queues.

Wanna playtest?:
Great! I need a ton of you guys. Just PM me and I can give you access to the latest builds.

Developer team:
Klang is being developed by Tinimations Freelance, which is a 1-man developer located in Hamar, Norway. I do everything except for music and sound design, which is provided by the phenomenal EDM artist bLiNd. His website can be found here, where he has featured some of his latest work: http://www.blindhandicap.com/

And that's it. Not a big team.

Screenshots (updated 2_10_14):
Image
Image
Image

More stuff coming soon!
Been a long time since I've poste anything here.
Last edited by Tinimations on Sat Jan 10, 2015 11:16 pm, edited 2 times in total.
B
35
S
10
Posts: 386
Reputation: 3,265

Post » Thu Oct 02, 2014 2:27 pm

Hello Tinimations,
Very interesting. It's hard to do a 'rythmic' game. Good job!

I'm wondering if you had (or have) sync issues.
Also, if you have any tips on how to perfectly sync events with a music, I'm deeply interested! :)

Ayway, keep up the good work!
B
72
S
21
G
12
Posts: 314
Reputation: 12,116

Post » Thu Oct 02, 2014 3:07 pm

Thanks. Well yes I've had a ton of issues with sync throughout development, though I like to think I've sorted out the biggest offenders by now. The biggest problem is actually ajax requests being very unstable to load in over prolonged preview sessions. So I've lost hours of load time on simply refreshing the preview to quality check certain aspects of the development.

There's two tricks I mostly resort to to ensure sync. The first is making sure every element in the game that's rythm based is using behaviours that doesn't get affected by the framerate. For instance the arrows prompts are bullets (though I've moved over to code my own behaviours on other aspects like the purple sonar).

The second and most important one is having a timer that keeps track of how long the track has progressed. Whenever there's a lagspike the action stops but the sound continues, making for a devestating off sync. However I set up an event tracking the delta time. If it reached ridicilously low levels the audio will seek back to the last tracked value. It works surprisingly well, though I'm not 100 % satisfied with it.
B
35
S
10
Posts: 386
Reputation: 3,265

Post » Thu Oct 02, 2014 3:40 pm

Thanx for the info.

So this is as complex as I expected.
I would love a tool to tag events on a sound track. :)
B
72
S
21
G
12
Posts: 314
Reputation: 12,116

Post » Fri Oct 03, 2014 10:32 pm

This looks great dude, keep it up!
B
7
S
1
Posts: 11
Reputation: 532

Post » Tue Oct 07, 2014 10:53 am

Tinimations wrote:Thanks. Well yes I've had a ton of issues with sync throughout development, though I like to think I've sorted out the biggest offenders by now. The biggest problem is actually ajax requests being very unstable to load in over prolonged preview sessions. So I've lost hours of load time on simply refreshing the preview to quality check certain aspects of the development.

There's two tricks I mostly resort to to ensure sync. The first is making sure every element in the game that's rythm based is using behaviours that doesn't get affected by the framerate. For instance the arrows prompts are bullets (though I've moved over to code my own behaviours on other aspects like the purple sonar).

The second and most important one is having a timer that keeps track of how long the track has progressed. Whenever there's a lagspike the action stops but the sound continues, making for a devestating off sync. However I set up an event tracking the delta time. If it reached ridicilously low levels the audio will seek back to the last tracked value. It works surprisingly well, though I'm not 100 % satisfied with it.


When I was trying different methods for interactive music in the past, I tried a timer but knew that it was definitely possible for the timer itself to de-sync from the audio. I found using the audio file's playback position to be far more reliable. I didn't even realize it was reference-able for a while. But regardless, Klang is one of my most-anticipated C2 games!
B
103
S
38
G
19
Posts: 962
Reputation: 17,996

Post » Tue Oct 07, 2014 11:31 am

This is fantastic. Bookmarking this thread and following via twitter.
This is brilliant project.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
B
65
S
16
G
9
Posts: 1,429
Reputation: 12,718

Post » Fri Oct 10, 2014 9:27 am

C-7 wrote:
Tinimations wrote:Thanks. Well yes I've had a ton of issues with sync throughout development, though I like to think I've sorted out the biggest offenders by now. The biggest problem is actually ajax requests being very unstable to load in over prolonged preview sessions. So I've lost hours of load time on simply refreshing the preview to quality check certain aspects of the development.

There's two tricks I mostly resort to to ensure sync. The first is making sure every element in the game that's rythm based is using behaviours that doesn't get affected by the framerate. For instance the arrows prompts are bullets (though I've moved over to code my own behaviours on other aspects like the purple sonar).

The second and most important one is having a timer that keeps track of how long the track has progressed. Whenever there's a lagspike the action stops but the sound continues, making for a devestating off sync. However I set up an event tracking the delta time. If it reached ridicilously low levels the audio will seek back to the last tracked value. It works surprisingly well, though I'm not 100 % satisfied with it.


When I was trying different methods for interactive music in the past, I tried a timer but knew that it was definitely possible for the timer itself to de-sync from the audio. I found using the audio file's playback position to be far more reliable. I didn't even realize it was reference-able for a while. But regardless, Klang is one of my most-anticipated C2 games!


I've actually never been able to use the playback position as an expression. Any example on how to access it? :)

@DUTOIT
Thanks! :D
B
35
S
10
Posts: 386
Reputation: 3,265

Post » Mon Oct 13, 2014 3:47 pm

Nice game, I've saw this game before but i don't know where.
B
60
S
10
G
10
Posts: 1,013
Reputation: 9,155

Post » Thu Oct 16, 2014 8:58 pm

First look on the extended parry mechanic. Also first WIP look of a certain boss fight. :)
Image
B
35
S
10
Posts: 386
Reputation: 3,265

Next

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 2 guests