Klang - Become one with the music

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  • Latest trailer:

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    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):

    More stuff coming soon!

    Been a long time since I've poste anything here.

  • 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!

  • 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.

  • Thanx for the info.

    So this is as complex as I expected.

    I would love a tool to tag events on a sound track.

  • This looks great dude, keep it up!

  • 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!

  • This is fantastic. Bookmarking this thread and following via twitter.

    This is brilliant project.

  • > 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!

  • Nice game, I've saw this game before but i don't know where.

  • First look on the extended parry mechanic. Also first WIP look of a certain boss fight.

  • Updating with a couple of screenshots, also if anyone's interested in testing the game. PM me and I can provide a demo!

  • Beautiful looking game. I'm really loving the art style. Expect a PM from my shortly.

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  • Been a long time since I've poste anything here.

    here's 3 new screenshots:

    Full size:

    http://puu.sh/elDAN/cf3d21d1a2.png

    http://puu.sh/elDzF/5428ed2042.png

    http://puu.sh/elDE7/f13bd3de59.png

    Very pleased with how it looks in motion! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Your art is unique, polished, and cohesive. I see shades of tron, pop art, geometry wars...but this is still off in an alternate universe I haven't quite seen.

    I'd say Klang is up there with penelope/airscape; I see this being featured on the Scirra frontpage.

  • Thanks dude!

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