Author Topic: DigiTrack - Some Strange Rhythm-Action Flash  (Read 1298 times)

DigiTrack
A Flash game where I have no clue on how to create
"What if this dies off like the ski hill!?"
                        -Mushroom Man


It's some Flash thing that I decided to create while I was sitting around in the school library after school. I chose flash as I wanted to learn more about Actionscript, plus the added benefit of visualizations with the music.

General Concept
If you've played Guitar Hero or TapTap before, you won't find it too different: When a target reaches a certain point of the screen, you press the correct key at the correct time. The targets usually follow to the beat or rhythm of the song.

Here's the general layout I've come up with:



Scoring
Here's the scoring formula:

Target Worth * Combo * Zone Multiplier

Target Worth: Regular targets yield 25 points. Trailers yield 2 points for every 100 milliseconds (?) of holding down.
Combo: Every successful hit adds to the combo.
Zone Multiplier: A target hit on the "good" zone will be worth x1.0, when hit in the "perfect" zone it will be worth x2.0 as much.



I actually have no idea how to make this work. I've tried many approaches, but none have worked the way I want. I'm still stuck on how to make the targets give points when the key is pressed, how to make it dissapear, and how to make trailers. Any help will be appreciated.

here's a little tip

never use distance to judge notes

use time

here's a little tip

never use distance to judge notes

use time
Excuse me

unless if all of your charts were going at the exact same speed then i suppose it would be fine to use distance

otherwise base whether or not the user hits the notes within a certain time frame

for example, in each note you would check if the absolute value of the difference between the time needed to hit the note and the time the user hits the note is less than a certain "window"

say your window was 0.1, a tenth of a second, the notes would have to be hit within a tenth of a second from when they're supposed to be hit.

unless if all of your charts were going at the exact same speed then i suppose it would be fine to use distance

otherwise base whether or not the user hits the notes within a certain time frame

for example, in each note you would check if the absolute value of the difference between the time needed to hit the note and the time the user hits the note is less than a certain "window"

say your window was 0.1, a tenth of a second, the notes would have to be hit within a tenth of a second from when they're supposed to be hit.
Oh, I see. I wouldn't know how to do this though (yes, as you can see, I walked into this game blind)


BTW

Let's clear up a few things:
  • This isn't a dancing game, where the hell did you pull that out of?
  • "No eye candy"? I specifically picked Flash because it's easier to create visualizations that progress with the music.
  • And you expect me to make a game sophisticated enough to scan any MP3 and generate a playable track?

Lastly, I think you've missed the point of why I created this game in the first place. For the most part, I wanted to try my hand at game creation of something relatively fun to play. I want to learn Flash. I want to have fun creating visualizations. I want to appreciate the individual notes and beats that music makers tirelessly sequence and remaster. I didn't make this because I wanted to have it uploaded onto Miniclip so I can get all famous and everything. Capice?

okay so you'd be fine with randomly generating notes?

also, audiosurf/beat hazard/vector stunt can't be compared to this since those aren't technically rhythm games, but action games that go to music. nor can you compare it to DDR because there are six receptors instead of DDR's arrow-based 4. stepmania can have a slight comparison since it is mostly keyboard-bound by the community, but it wasn't really meant to best that, i'm pretty damn sure.

and he probably just pulled osu! out of his ass.

i learned a little bit about moving sprites in flash in my computer graphics class, i might be able to help you out

perhaps you can find the tutorial i used to make falling stars and modify that to make your notes fall, and then find some other tutorial on key events to check the notes' positions on certain keyboard events, all in actionscript

am i still going too fast?

Uh

I didn't say I wanted randomly generated notes

I wanted to create a pre-made track and let it play

Because I'm like that

then i have no idea because i wouldn't know how to do that in flash other than with text files

I already figured out how to make the targets appear when I want them to, I just need to make it possible to actually dissapear and give score properly when pressing keys.

perhaps add a key event to the targets respective to their column, and then on that key event it checks for the distance from the receptors, and then kills itself?

the score honestly seems easier than it killing itself, haha

perhaps add a key event to the targets respective to their column, and then on that key event it checks for the distance from the receptors, and then kills itself?

the score honestly seems easier than it killing itself, haha
I would need the targets to generate as the song goes, so I'm not sure how I can add the script to each target as they appear on the screen, and how to remove them when a key is pressed.

generating targets as the song goes is the worst way of doing things

you should generate every single one of your preset targets before the game begins and move all of them down as they progress to keep the timing correct.

The problem with that would be that if I pressed a key incorrectly, all targets in the column dissapear

The problem with that would be that if I pressed a key incorrectly, all targets in the column dissapear
may I see the code for the notes' checking distance to their receptors?

may I see the code for the notes' checking distance to their receptors?
I haven't coded everything yet, because I want to be sure of everything first.

Plus the statement still stands with this method
you should generate every single one of your preset targets before the game begins and move all of them down as they progress to keep the timing correct.