Author Topic: Axe Guitar Hero.  (Read 10966 times)

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Offline Munchor

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Re: Axe Guitar Hero.
« Reply #30 on: December 21, 2010, 08:51:27 am »
music editor would be nice, although first I would worry about the game itself, since music editing could be harder.

There is already a music editor/maker. In fact, that's what there is xD

there is no music editor.  just a music creator.
I want to be able to change notes previously out in.

Then you need to store the songs as appvars, I think you can do that, right?

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #31 on: December 21, 2010, 08:53:08 am »
I already have music saving "/" key.
Recall is "*" key.

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Offline Munchor

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Re: Axe Guitar Hero.
« Reply #32 on: December 21, 2010, 08:53:49 am »
I already have music saving "/" key.
Recall is "*" key.

How many songs can you store? (Infinite, until the RAM is full?)
« Last Edit: December 21, 2010, 08:54:09 am by ScoutDavid »

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #33 on: December 21, 2010, 08:57:36 am »
up to 250 notes.
the song is running together.  but that doesn't matter.
try this. make 251 notes of a length of 1000.  you will se something i have hidden :}

on a more important note,  2 hour delay!  so allot of free time in school.
« Last Edit: December 21, 2010, 09:00:17 am by happybobjr »
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Offline Builderboy

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Re: Axe Guitar Hero.
« Reply #34 on: December 21, 2010, 02:50:40 pm »
I have a question, in the game, will there be a key you have to press for each note?  Will the key position correspond directly to the note type?  Cause i know that in real Guitar Hero, there can be music without having to press any keys, and on easier modes there won't necessarily be a keypress for every note in the song.  Will the music and the actual buttons you have to press be separate or linked?

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #35 on: December 21, 2010, 03:41:08 pm »
I have never played guitar hero XX.
I might add linked later, along with note size corresponding with notes.

can you explain this? "...and on easier modes there won't necessarily be a keypress for every note in the song. "
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Offline yunhua98

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Re: Axe Guitar Hero.
« Reply #36 on: December 21, 2010, 03:47:02 pm »
basically you can miss some notes

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Offline Builderboy

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Re: Axe Guitar Hero.
« Reply #37 on: December 21, 2010, 03:54:02 pm »
No what i mean is that say the melody or part of the song has 16 notes in it.  But as the user, you only see 8 buttons coming down to press. 

Like in this video 
  the notes that are being hit are much less complicated than what is actually being played, even though it still fits. 

Offline JosJuice

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Re: Axe Guitar Hero.
« Reply #38 on: December 21, 2010, 03:59:08 pm »
basically you can miss some notes
Music notes can play when there are no gameplay notes.

EDIT: ninja'd D:
« Last Edit: December 21, 2010, 03:59:41 pm by JosJuice »

Offline Builderboy

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Re: Axe Guitar Hero.
« Reply #39 on: December 21, 2010, 04:03:24 pm »
Yeah, and that is because if the music exactly matched the notes 100% of the time, a songs difficulty would be solely dependent on how many notes it has in it.

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #40 on: December 21, 2010, 04:05:11 pm »
oh! I get what you mean.
* happybobjr smacks his head.

Ya, I could add a setting to play all notes but only need to press every other one or something.
School: East Central High School
 
Axe: 1.0.0
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Offline JosJuice

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Re: Axe Guitar Hero.
« Reply #41 on: December 21, 2010, 04:24:23 pm »
The actual GH games are storing four different gameplay "note charts" for each song - Easy, Medium, Hard, and Expert. The sound is then played back from multiple audio files. Of course, we can't fit audio files on-calc. Maybe it would be possible for you to always play notes (sound) from the Expert track, but play the notes (gameplay) from the track corresponding to the difficulty the user selected? Or would that be too large? (I'm assuming that you are currently storing gameplay notes and sound notes in the same place... If you aren't, just continue using the sound notes one for playing sound.)

Storing separate notecharts for the lower difficulties makes gameplay feel more musical, because the notes aren't just arbitrarily reduced. I've worked a little bit on making GH/RB-style notecharts in the past, so I would be happy to help with that.

Offline Builderboy

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Re: Axe Guitar Hero.
« Reply #42 on: December 21, 2010, 04:29:01 pm »
Maybe what would make it a bit smaller is to have the note/music on expert, and then for every difficulty level lower, have a level mask which is made up of bits, and each bit specifies if a specific note is included in that track or not

Offline JosJuice

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Re: Axe Guitar Hero.
« Reply #43 on: December 21, 2010, 04:32:07 pm »
Yeah, that's kinda what I was thinking of. (and an SP bit ;D) (and Practice Mode section markers ;D) (and... nah, maybe not THAT much extra stuff. :P)
« Last Edit: December 21, 2010, 04:32:41 pm by JosJuice »

Offline DJ Omnimaga

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Re: Axe Guitar Hero.
« Reply #44 on: December 21, 2010, 09:30:55 pm »
Although this is guitar hero, I wonder if you could incorporate some more popular video game songs instead of just the mainstream rock stuff?
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