Theory/test, Music Games

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Post » Fri Apr 16, 2010 10:43 am

The tracks are reverse-engineered in a studio to have each element separated, but the music isn't generated no, just muted or un-muted.

[quote="Fresh Frijoles":ndcru8i2]I may be misunderstanding... but games like Guitar Hero and DDR... the songs are made by people, they are not created randomly by the game to be in sync with the music.[/quote:ndcru8i2]
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Post » Fri Apr 16, 2010 2:51 pm

[quote="CrudeMik":14hah6pl]The tracks are reverse-engineered in a studio to have each element separated, but the music isn't generated no, just muted or un-muted.
[/quote:14hah6pl]
If the people record each instrument separately (not uncommon), they wouldn't have to split them.

Also, it's hard to say if Construct can do something another game is doing unless you know how the other game is doing it. I bet Construct could do it, but you might want to do some googling for the method they use to make these kinds of games. Then you'd have something more specific to set up in Construct rather than just the idea of the gameplay mechanic. Knowing what's under the hood will save you some time and trouble.
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Post » Sat Apr 17, 2010 5:18 am

The thing with music games is you need to decided how you are going to do things. If you want to be able to use just about any music then you will have to make your system compatible with that. If you have specific songs in mind then you can do more specific things, thats not to say you couldn't design an algorithm that would generate your system for you very well but it may be harder and take more time than hard coding it and may not be worth it if you are not panning on letting the user make their own music.

I have actually been making a rythm based game for one of my classes. its actually going pretty well.
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Post » Sun Apr 18, 2010 7:47 am

I am actually working on some (very) experimental small music game project and I have the feeling Construct should be able to handle a game like Bit.Trip.Beat without big troubles.

From the video, it seems to me the game simply has at least two independent main audio tracks: one (or more) is the base which is played independently from the user actions which, in turn, play the other notes when a collision paddle/ball event is triggered. Of course we have to fine tune the balls speed and movement properly and precisely so that the triggered events are always in sync with the bass track which is providing the song's beat.

Writing a python add-on to read/modify a MIDI file shouldn't be needed here but it'd be the best way to go if we want to make a game where the player can actually influence and change the music being played regarding tempo, pitch and articulation of the notes being played in real time.
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Post » Sun Apr 25, 2010 5:57 am

I've been trying to figure out some way of using interactive music myself. Not really what CrudeMik is talking about, but something similar to guitar hero just for a platformer.

I recently downloaded that huge file thats supposed to let you make plugins even with VC++ Express. I fiddle around with synths too so hoping I can program something to include a VST. (I know very little C++ so it'll take a while.)

I'm confused about your first question Crude, do you want the player to be able to fire at anytime or to lock him in? For the locked in, I'd say do it like guitar hero games..the targets have to be hit by a certain space, if they are are you trigger the correct sound or..really, just don't mute the instrument. I thought about using that for my game, instruments on seperate channels that get muted if you got hit. (Thats part of why I want the VST, I figure adding effects would be more interesting.) I haven't tried the seperate channels yet, but I'm concerned about them getting out of sync.

As for being able to fire at any time, the only thing thats coming to mind is to try to create stingers that would play well together and against a simplified backing track. Maybe write a guitar riff, use part of it for the first strike, for each combo after that you let more of the riff play.
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