Announcement
Collapse
No announcement yet.
Nevermind the other tears thread, now it's tears of joy...
Collapse
X
-
Nevermind the other tears thread, now it's tears of joy...
Smile - life is good! Check out my blog here - Check out my IIDX shenanigans here
Tired of your search engine putting you in a filter bubble or tracking you like other search engines? Then you should try DuckDuckGo! -
Wow. I did warn the team about the "crazy bemani guys" when we were putting the game together and haggling over how hard to make the top difficulty, but even so, I thought this trophy might take weeks or even months for someone to get. Congratulations!
-
Originally posted by Solitude View PostWow. I did warn the team about the "crazy bemani guys"...
Took me a while to figure that out; at 1:55 and 1:58 you can hear me beat checking it by slapping my legs.
Originally posted by SolitudeCongratulations!
Also, I forgot to mention this in my huge list of suggestions thread, but I wanted to say that using the power ups as an easy way to sneak in 16th notes without overloading the screen with baddies? Very freakin' smart. Tip of the hat to whomever thought of that.Smile - life is good! Check out my blog here - Check out my IIDX shenanigans here
Tired of your search engine putting you in a filter bubble or tracking you like other search engines? Then you should try DuckDuckGo!
Comment
-
Well, the song is scripted at 180 bpm rather than 90, so those two enemies (which are tied to snare drum hits) are considered as being on the half-beat, which is consistent with other songs' scripting.
If you want to see timing that gets really intricate, the latter portion of Switchback and the intro for I Can't Wait are probably the most complex in the game.
The double-taps are there pretty much for that very reason - the characters and animations introduce some limitations that aren't present in games with abstract cues. That's why at Expert+, almost all the powerups are score. They're just there to make you push more buttons rather than providing some strategic benefit. They are also there to include presses for things that aren't perfectly synched to the rhythm - since the timing on them is flexible, it doesn't force you to learn awkward timings for those off-beat elements. This being our first attempt at a rhythm game, I'm sure we've goofed on the scripts/mechanics somewhere (and we had many heated debates about them!) but hopefully they will mostly hold up under scrutiny.
Comment
-
Originally posted by SolitudeI did warn the team about the "crazy bemani guys" when we were putting the game together and haggling over how hard to make the top difficulty, but even so, I thought this trophy might take weeks or even months for someone to get.
Originally posted by SolitudeIf you want to see timing that gets really intricate, the latter portion of Switchback and the intro for I Can't Wait are probably the most complex in the game.
Originally posted by SolitudeThis being our first attempt at a rhythm game, I'm sure we've goofed on the scripts/mechanics somewhere (and we had many heated debates about them!) but hopefully they will mostly hold up under scrutiny.
From what I can see with my limited scrutiny your scripting/mechanics seem fine. Trust provided, and perhaps in a private discussion, I would love to talk more in depth about the heart and guts of the game. For what it's worth I have a decade of experience in music games a very deep understanding on how the engine and timing worked for pretty much every game I've played (which, to be honest, I think is everyone put out with only 1-2 limited Japanese arcade games)Smile - life is good! Check out my blog here - Check out my IIDX shenanigans here
Tired of your search engine putting you in a filter bubble or tracking you like other search engines? Then you should try DuckDuckGo!
Comment
Comment