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Save-Point - dancing minigame script

Save-Point

Full Version: dancing minigame script
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Speed
Give me what I need
Yeah
White lightning
Let's speed, on speed
On wheels, on wheels
Speed
Oh, let it bleed

A few lyrics from Billy Idol's song at the end of that Keanu Reeves 'Die Hard on a Bus' movie.  Tongue sticking out

I said I was going to be doing work on the arrow speed.  And that's what I just did.  This required me to ensure timing was dead on accurate when scrolling the arrows, testing when an arrow is first drawn before scrolling, and when you pressed arrow keys when recording the DDR file.  

And it's the basic SPEED setting I already had in the editor, ranging from 1 to 9... one being the slowest, and 9 the fastest.

I might need to do a little adjustment to the arrow flash system, just to ensure the arrows DO flash and don't get skipped.
(09-13-2017, 04:15 AM)DerVVulfman Wrote: [ -> ]
Speed
Give me what I need
Yeah
White lightning
Let's speed, on speed
On wheels, on wheels
Speed
Oh, let it bleed

A few lyrics from Billy Idol's song at the end of that Keanu Reeves 'Die Hard on a Bus' movie.  Tongue sticking out

I said I was going to be doing work on the arrow speed.  And that's what I just did.  This required me to ensure timing was dead on accurate when scrolling the arrows, testing when an arrow is first drawn before scrolling, and when you pressed arrow keys when recording the DDR file.  

And it's the basic SPEED setting I already had in the editor, ranging from 1 to 9... one being the slowest, and 9 the fastest.

I might need to do a little adjustment to the arrow flash system, just to ensure the arrows DO flash and don't get skipped.

AWESOME! that sounds great! holy cow there is speed scaling!
Copying the arrow scrolling feature from the editor so it works in the player was not really a problem. Laughing And yep, it does recognize the recorded playback speed setting I mentioned and the calibration setting. So next up to alter will be the actual keypress scoring system.

The one already in the player TOTALLY SUCKS!!!! Hey, I can say that. I made it.

Right now, it merely looks to see if the key you pressed is the first arrow on the list. Whether it is or not, it tests for a score and erases it. It gives you points if it is within a certain range... kinda fine enough. BUT, if you're pressing buttons like crazy with only a few arrows showing, your arrows start vanishing in sequence.

This new method I'm considering will use the audio timing system which is getting the arrows to scroll perfectly. What I want is that the system will record the 'timing' when you press a key, and then having the game look to see if the key's timing value is close to the value of an arrow.... when it is in the scoring area. The closer it is, the better the score. The further it is, the lower the score.
(09-14-2017, 03:49 AM)DerVVulfman Wrote: [ -> ]Copying the arrow scrolling feature from the editor so it works in the player was not really a problem. Laughing And yep, it does recognize the recorded playback speed setting I mentioned and the calibration setting. So next up to alter will be the actual keypress scoring system.

The one already in the player TOTALLY SUCKS!!!! Hey, I can say that. I made it.

Right now, it merely looks to see if the key you pressed is the first arrow on the list. Whether it is or not, it tests for a score and erases it. It gives you points if it is within a certain range... kinda fine enough. BUT, if you're pressing buttons like crazy with only a few arrows showing, your arrows start vanishing in sequence.

This new method I'm considering will use the audio timing system which is getting the arrows to scroll perfectly. What I want is that the system will record the 'timing' when you press a key, and then having the game look to see if the key's timing value is close to the value of an arrow.... when it is in the scoring area. The closer it is, the better the score. The further it is, the lower the score.

That sounds amazing! Your really breaking down the mechanics for this! Like almost on a molecular level! This is epic! I gotta tell Lunarberry!
I found something interesting when searched google, maybe you can get inspiration from that.
https://atelierrgss.wordpress.com/rgss3-smooooch/
(09-14-2017, 06:59 PM)LiTTleDRAgo Wrote: [ -> ]I found something interesting when searched google, maybe you can get inspiration from that.
https://atelierrgss.wordpress.com/rgss3-smooooch/

really cute but way to much stuff moving at once!
Well, the actual DDR system is being added into the actual MAP system, so the special effects of a scrolling panorama and the oversized dancing munchkins is doable. Heck, the special effect animatics don't even need to be added in the script. I could use Seph's Animated Gif script without an issue. And the demo I have planned will have a band playing. Laughing

So yeah, I could make the three dancing princess and the scrolling background with the anime girls working. And even use Ccoa's Weather script to add 'stars' as rain in the foreground.

I've been thinking about altering the direction of the DDR, but haven't thought side-scrolling. THAT should not be an issue. But I'll get the mechanics of scoring fixed up first.
instead of up and down?
interesting...but I find it confusing when its side to side

ohwow you could seriously add in ALL that animations and stuff if you wanted to!?

thats epic just thinking about it!
The stuff like the stars flying around, the dancing and the scrolling backgrounds? Yeah, that is just stuff you can add into the map normally. This DDR uses the basic Scene_Map class (the field map) to do all its stuff so I can make charactersets dance around and have the band playing. The only thing I see different is the 'different arrow speeds' per row.

Brain working.... conceives individual speed rates mixed with individual calibrations per row... ....naw, not yet.
Wow thats GREAT! I'm sure you'll make this awesome!! Thank you so much for doing this!!
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