Save-Point

Full Version: Save-Point
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Board Message
Sorry, you do not have permission to access this resource.
Save-Point - dancing minigame script

Save-Point

Full Version: dancing minigame script
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
(04-29-2017, 10:16 PM)DerVVulfman Wrote: [ -> ]Not without the surprise.

Shocked Grinning  the SURPRISE?
[Image: 4c6de946c88631c3b958fbb2bc516b90-excited-cat.gif]
I'm not revealing who's playing....

[Image: attachment.php?aid=722]

You've been hearing about an editor. Well, this is it.

Not much to look at, and it hides the name of the song when you're playing the DDR file. And here, I "am" playing the DDR file, the arrows on the left scrolling up and flashing yellow when they reach an optimal part within the two red guide lines. I usually leave the speed at '2' and ... meh, the bonus is set to 16 points if you complete the whole DDR without quitting? That's nuthin.


The left shows what I call 'time signatures' Each signature has two values, the time drawn in centiseconds (1/100th of a second) and the direction facing. The first signature is drawn at 216 at direction L (or left arrow). The second at 298 or direction R (or right arrow). And the bottom shows the hotkeys allowing you to play the DDR file, record one, Skip to the next field, Save, and the Import to/from RGSS system. By that, you do not need to know how to edit an RXData file... it converts it for you.

Curious about centi-seconds? Well, let's say it is like this. The first signature is at 216 centiseconds. Well, if that is 1/100th of a second, then 216 centiseconds is at 2.16 seconds. The second signature is at 298 centiseconds... aka 2.98 seconds. So these two are not even a second apart!

OOOOh... I mentioned the RECORD feature before. Technically, it DOES work. I'm redoing the DDR file for this song and used it to lay out the basic beat. Since I now have a 'basic' beat (thump..... thump..... thump.....), I'm going back in with a couple more programs that I wrote that allows me to do some tweaking. One lets me tell it "I want four beats from 'here' to 'here' .... and it does the calculations for me. The other allows me to tell it "I want THESE arrows to appear sooner!"

Still, it is slow going making an actual DDR file that draws the arrows in time with the music. Gotta constantly replay as there's no rewind button on this thing.


[attachment=722]
(05-03-2017, 05:57 PM)DerVVulfman Wrote: [ -> ]I'm not revealing who's playing....

[Image: attachment.php?aid=722]

You've been hearing about an editor.   Well, this is it.  

Not much to look at, and it hides the name of the song when you're playing the DDR file.  And here, I  "am" playing the DDR file, the arrows on the left scrolling up and flashing yellow when they reach an optimal part within the two red guide lines.  I usually leave the speed at '2' and ... meh, the bonus is set to 16 points if you complete the whole DDR without quitting?  That's nuthin.


The left shows what I call 'time signatures'   Each signature has two values, the time drawn in centiseconds (1/100th of a second) and the direction facing.  The first signature is drawn at 216 at direction L (or left arrow).  The second at 298 or direction R (or right arrow).   And the bottom shows the hotkeys allowing you to play the DDR file, record one, Skip to the next field, Save, and the Import to/from RGSS  system.   By that, you do not need to know how to edit an RXData file... it converts it for you.

Curious about centi-seconds?  Well, let's say it is like this.    The first signature is at 216 centiseconds.  Well, if that is 1/100th of a second, then 216 centiseconds is at 2.16 seconds.   The second signature is at 298 centiseconds... aka 2.98 seconds.   So these two are not even a second apart!

OOOOh... I mentioned the RECORD feature before.   Technically, it DOES work.  I'm redoing the DDR file for this song and used it to lay out the basic beat.  Since I now have a 'basic' beat  (thump..... thump..... thump.....), I'm going back in with a couple more programs that I wrote that allows me to do some tweaking.  One lets me tell it "I want four beats from 'here' to 'here' .... and it does the calculations for me.    The other allows me to tell it "I want THESE arrows to appear sooner!"

Still, it is slow going making an actual DDR file that draws the arrows in time with the music.   Gotta constantly replay as there's no rewind button on this thing.
[Image: tumblr_m53b10Dkzl1qllx4ko2_250.gif]  THIS IS AMAZING! Laughing

KEEP GOING YOU CAN DO IT![Image: giphy.gif]
Winking just Bumping up the ad!
I'm tottaly excited for the Dancing Minigame! that DerVVulfman is working on for us on the YY team! but at the same time I'd better keep the ad up till its done! Tongue sticking out
Tongue sticking out just bumping the ad
Headaches.

I mentioned before that I needed to use a new technique to control the timing of when arrows are drawn. It appears, I need to do way more than that.

When you press keys, or when you force the code to do 'any' set of code, it can cause some drag on the built-in default timing system. Unfortunately, it will affect the speed in which the DDR arrows scroll, slowing it down so it won't keep the beat of the music that is playing.

Just playing my test song by itself, it does keep rhythm... but not when I interact and try to score.

So, I will not only need to use the newly added audio module to time when the arrows appear, but to be used as the timing system which controls the scrolling foe each and every arrow.

Yuck. And how am I gonna set up the optional speed rate?
(08-17-2017, 04:58 AM)DerVVulfman Wrote: [ -> ]Headaches.

I mentioned before that I needed to use a new technique to control the timing of when arrows are drawn.  It appears, I need to do way more than that.

When you press keys, or when you force the code to do 'any' set of code, it can cause some drag on the built-in default timing system.  Unfortunately, it will affect the speed in which the DDR arrows scroll, slowing it down so it won't keep the beat of the music that is playing.

Just playing my test song by itself, it does keep rhythm... but not when I interact and try to score.

So, I will not only need to use the newly added audio module to time when the arrows appear, but to be used as the timing system which controls the scrolling foe each and every arrow.

Yuck.  And how am I gonna set up the optional speed rate?
holy moo-cow! that sounds really complex!

using the audio module? I don't fully understand but I'm sure you can do it! we're rooting for ya!
[Image: Eureka-logo.png]

I'm kinda starting over with the editor itself as it has a number of the functions needed for the DDR system, but...

WOOOOOOOOOOOOO!!!!!!

The timing system in the RPGMaker engines are only good for keeping track of your game's time, not for detailed timing systems like cutscenes or dance dance revolution games!!!!! I have begun a full switch over of the DDR editor to use the Windows™ Multimedia API itself. It reads the song's milliseconds and I can be DEAD ACCURATE NOW!!!!!!

RPGMaker's timer only approximated, and that's just assuming you're not running other things in the background. But if you're playing a song, and you hit the 32nd bar in the song, the song's millisecond counter will ALWAYS read the same millisecond! PERIOD! If a song lasts 1 minute and 32 seconds (or 90 seconds), it runs a length of 90,000 milliseconds! And no matter what, the Windows API can tell me how far into a song I am! That's it! Finito!

Now I do have to work a bit on the arrow speed and calibration systems.

The editor automatically brings up an "X" arrow when the music starts and it scrolls up until it crosses the 'score' line... when it flashes. This does indeed let me know how many milliseconds passes from arrow creation to when it is supposed to score. BUT right now, there is no speed control. The end user (aka YOU) may want the arrows to scroll fast.... or scroll slow. I have to work on a means to adjust this.

And I did play back a test run of the editor's arrow record system. IT FREAKIN WORKS NOW! Maybe off by a decisecond (1/10th of a second or so). Yeah, the feature I thought was not going to work near the end, where you play the song and hit arrow keys with the music and RECORD them yourself... is working!!!!!

There is a lot to fix up though, and this is for the editor, not the game player system. The two use similar methods, but not exactly similar. And I need to rethink how the scoring system works. Even before this, I felt it was buggy.

My next endeavor MAY be to replace my Credits script with the Windows API or make a replacement timer system just for cutscenes.
(09-04-2017, 11:50 PM)DerVVulfman Wrote: [ -> ]
[Image: Eureka-logo.png]

I'm kinda starting over with the editor itself as it has a number of the functions needed for the DDR system, but...

WOOOOOOOOOOOOO!!!!!!

The timing system in the RPGMaker engines are only good for keeping track of your game's time, not for detailed timing systems like cutscenes or dance dance revolution games!!!!! I have begun a full switch over of the DDR editor to use the Windows™ Multimedia API itself. It reads the song's milliseconds and I can be DEAD ACCURATE NOW!!!!!!

RPGMaker's timer only approximated, and that's just assuming you're not running other things in the background. But if you're playing a song, and you hit the 32nd bar in the song, the song's millisecond counter will ALWAYS read the same millisecond! PERIOD! If a song lasts 1 minute and 32 seconds (or 90 seconds), it runs a length of 90,000 milliseconds! And no matter what, the Windows API can tell me how far into a song I am! That's it! Finito!

Now I do have to work a bit on the arrow speed and calibration systems.

The editor automatically brings up an "X" arrow when the music starts and it scrolls up until it crosses the 'score' line... when it flashes. This does indeed let me know how many milliseconds passes from arrow creation to when it is supposed to score. BUT right now, there is no speed control. The end user (aka YOU) may want the arrows to scroll fast.... or scroll slow. I have to work on a means to adjust this.

And I did play back a test run of the editor's arrow record system. IT FREAKIN WORKS NOW! Maybe off by a decisecond (1/10th of a second or so). Yeah, the feature I thought was not going to work near the end, where you play the song and hit arrow keys with the music and RECORD them yourself... is working!!!!!

There is a lot to fix up though, and this is for the editor, not the game player system. The two use similar methods, but not exactly similar. And I need to rethink how the scoring system works. Even before this, I felt it was buggy.

My next endeavor MAY be to replace my Credits script with the Windows API or make a replacement timer system just for cutscenes.


THATS AMAZING OMGOODNESS!! I'm so happy to hear I'm sure Lunarberry will be excited as well!!! I gotta pm her right away WOW!!!
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17