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Save-Point - dancing minigame script

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(05-07-2016, 04:29 AM)DerVVulfman Wrote: [ -> ]Hey, I got it going!!!!

I merged the new code that allows me to skip arrows in a pattern.  And I got it to load a DDR file!  The DDR file starts with the name of the music that is to be played, the speed of the arrows scrolling on the screen, the frequency of the arrows (ala space betwen them), and then the arrows themselves.

Right now, I'm using a text file for my test.  But I eventually want to make it read an rxdata file like all the others in the Data folder.  If saved in rxdata format, it can be compressed in an encrypted project.

Coding key patterns isn't easy.  But I'm working on it.  My current ddr test file is a WIP, and I think I finally got the rhythm of the keys about accurate.

WHOOOHOOO!!! (Im so sorry for overly late reply! my computer had to be sent over 700km to get repaired and I just got it back a lil while ago!)

I'm so glad its working! but I'm wondering how the arrows appear and does it change via song input or manual arrow placements?
As I said, there will be a DDR file for each piece of music. And that will contain what song is played, the beat and rate of arrow drawing, and the arrows themselves. It'll be a real drag to make each one, but the arrows are not keyed to the music playing. You, as the designer, must make the arrows.

EX: of a ddr file like ... um... "paparazzi_ddr"?
Code:
Paparazzi (Metal Cover Version)
2
16
4
4
4
4
4
4
4
1
0
1
2
1
0
1
2
1
0
1
2
1
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2
0
1
0
1
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1
0
1
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1
0
1
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1
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0
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0
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2
The first line is the song that is in the BGM folder that is played when you run the ddr file. I named the ddr file "paparazzi" so I know it plays that piece of music.

The second and third lines (2 and 16) are the ones that handle the rate the arrows are drawn. It runs at a rank-2 speed rate, and the frequency of arrows is set to 16.

After that, all other values are the keys (0-3 are the arrow keys, 4 is 'nil' so it doesn't show any arrow.

I admit, creating the arrows is going to be a pain, and I do want to make an easier method that doesn't need you to actually edit a file manually. And right now, it is loading a .txt file... unsuited if you want to encrypt your game.

OH... the project in the works is NOT using Paparazzi, but something that you and Lunarberry may laugh at.... including the special guest host singer and crew.

[Image: new_lina_inverse_by_ayene_chan-d4aar6q.png]
No, she and Amelia will not be singing Otomi no Inori
(05-14-2016, 03:18 AM)DerVVulfman Wrote: [ -> ]As I said, there will be a DDR file for each piece of music.  And that will contain what song is played, the beat and rate of arrow drawing, and the arrows themselves.  It'll be a real drag to make each one, but the arrows are not keyed to the music playing.  You, as the designer, must make the arrows.  

EX:  of a ddr file like ... um...  "paparazzi_ddr"?

Code:
Paparazzi (Metal Cover Version)
2
16
4
4
4
4
4
4
4
1
0
1
2
1
0
1
2
1
0
1
2
1
3
2
0
1
0
1
2
1
0
1
2
1
0
1
2
1
3
2
0
4
4
4
4
1
0
1
2
The first line is the song that is in the BGM folder that is played when you run the ddr file.   I named the ddr file "paparazzi" so I know it plays that piece of music.

The second and third lines (2 and 16) are the ones that handle the rate the arrows are drawn.  It runs at a rank-2 speed rate, and the frequency of arrows is set to 16.

After that, all other values are the keys (0-3 are the arrow keys, 4 is 'nil' so it doesn't show any arrow.

I admit, creating the arrows is going to be a pain, and I do want to make an easier method that doesn't need you to actually edit a file manually.  And right now, it is loading a .txt file... unsuited if you want to encrypt your game.

OH... the project in the works is NOT using Paparazzi, but something that you and Lunarberry may laugh at.... including the special guest host singer and crew.  


[Image: new_lina_inverse_by_ayene_chan-d4aar6q.png]
No, she and Amelia will not be singing Otomi no Inori

wow thats actually really interesting! and yes we would like to incrypt the game (although it would be interesting to see what people could make with that kinda stuff *shudder*)
I actually dont know how to use RX data files but I'll have to learn wont I? ...if at all possible do you have a screenshot? the progress has me really excited!
Well, it's just a matter of converting the data from txt to .rxdata with a cheap conversion script (easy for me to write). Rxdata files in the database are another matter, and you don't need to worry about it. But yeah.... just saving the data to .rxdata shouldn't be a problem. And once done, they'll be encryptable.

As to the screenie... no difference right now.
(05-14-2016, 03:38 AM)DerVVulfman Wrote: [ -> ]Well, it's just a matter of converting the data from txt to .rxdata with a cheap conversion script (easy for me to write).  Rxdata files in the database are another matter, and you don't need to worry about it.  But yeah.... just saving the data to .rxdata shouldn't be a problem.  And once done, they'll be encryptable.

As to the screenie... no difference right now.

ah I mean I dont know how to install either .txt or .rxdata
and shoot! no screenie
oh well!
Im VERY excited about the progress on the minigame!
is there anything I can do to assist?
At this point, no. Gotta see about creating a DDR script in txt format, and the basic demo using the file. And then other mechanics. It's gonna be a bit time consuming.

And yeah, I did hint Megumi's vocals... and not one of the themes. Winking
Ah, would've loved to see Lina Inverse and Amelia sing. ^^ if the arrows are in any type of common graphic format, I can easily edit with no problem or make a new one over a template.
(05-14-2016, 03:48 AM)DerVVulfman Wrote: [ -> ]At this point, no.  Gotta see about creating a DDR script in txt format, and the basic demo using the file.  And then other mechanics.  It's gonna be a bit time consuming.

And yeah, I did hint Megumi's vocals... and not one of the themes.  Winking

lol Megumi ...you mean the Vocaloid right? Im not good with names!

have you figured out a way of changing a picture/animation for each button press?
or stopping the actual main character from moving while the game is playing? (dont want the player walking into a battle mid dance)
Well, erasing the character so you don't see him would work, right? Laughing Then just restore him and where he was last standing.

I mentioned to ya that I kinda blew it, and had the DDR system apart from the map code, and that it would prevent many effects like anything changing with map events which could make things visually entertaining. Well, that's fixed.

And I already have a performer sprite lined up for the singer of my demo's song. Well, one I found online... custom special poses??? Nope. Not yet.
(05-18-2016, 03:28 AM)DerVVulfman Wrote: [ -> ]Well, erasing the character so you don't see him would work, right?  Laughing  Then just restore him and where he was last standing.

I mentioned to ya that I kinda blew it, and had the DDR system apart from the map code, and that it would prevent many effects like anything changing with map events which could make things visually entertaining.   Well, that's fixed.

And I already have a performer sprite lined up for the singer of my demo's song.   Well, one I found online... custom special poses???  Nope.  Not yet.
being apart from map code means that pictures are changed via in the script other then events right?
(I actually don't know sorry)

and by erasing character you mean that the button press would change a players graphic by erasing the old and putting in the new in a semi instant motion?

I'm slightly confused but I trust that your doing excellent with it overall!
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