Search the Community

Showing results for tags 'rhythm'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 5 results

  1. I'm trying to develop an audio rhythm based 2d html5 game and need some advice. I'm trying to develop the logic to sync the audio with the games animation. I do not need a constant animated sequence nor do I need to sync user input but I do need the animation to play once per selected be at and on time/ beat and be able to increase the number of beats eventually animating on almost all notes per bar for the duration of the audio. Now I've researched various method on how to compensate FPS for BPS when trying to sync audio with visual/ input tasks but I'm wondering if this is overkill for me. I have access to the audio's time update method and the BPM of each audio. I also have the time position of each beat( via http://sonicapi.com). In having all these factors I'm asking the following questions Should I sync the BPS with FPS to get audio sync? Should I update animations based on audio current playhead? Should I try to correlate a currentime stamp with the audio playhead position and try to use the audio beat time position for accuracy? As a side note Has anyone ever trying to fiddle with detecting "voice notes" in a song? I'm looking at PulseJS and ClubberJS but not sure how to devise a detection formula
  2. Hi everyone, I want to make a basic rhythm game in Phaser where the user has to hit specified keys to 'catch' the incoming notes while staying in rythm. So far the main game area roughly looks like this: The idea is that the key must be hit (and the corresponding note played) when the note sprite fully overlaps the key sprite, and the score is calculated based of how close the note sprite is to the top edge of the key sprite. I have an array of percussion loops with various BPMs I made in a DAW which change after each level to increase the difficulty. When the level starts this function is called: beginPlaying: function(l){this.noteCount = 25;this.currentLoop = this.loops[l];this.currentLoop.play();this.maxInterval = this.currentLoop.durationMS/4;this.timer.add(0, this.generateNotes, this);this.timer.start();},generateNotes function goes like this: generateNotes: function(){if(this.noteCount > 0){var num = this.game.rnd.integerInRange(0, 4);var note = this.notes.create(this.noteFlags.getAt(num).x, this.game.height - 20, 'note');this.game.physics.arcade.enable(note);var distance = note.y - this.noteFlags.getAt(num).y;note.body.velocity.y = -(distance/(this.currentLoop.duration/2));this.noteCount--;this.timer.add(this.maxInterval, this.generateNotes, this);}},I'm planning to make it more complicated by spawning notes not only at maxInterval, but so far I'm facing a problem: even though the first few notes seem to land perfectly in rhythm with the currentLoop, later they stop keeping up with the drums and the whole thing goes completely out of sync. I suppose this has something to do with the sound duration in ms and the fact that this.maxInterval is not a whole number. I tried rounding the numbers using Math.round and Math.floor and I also tried alternative methods of calculating note positions, like n.y -= (distance/(this.currentLoop.duration/2))/60;called using this.notes.forEachAlive method from the update function. Right now I'm completely lost (I guess that's the price you pay when you start programming while not being very good at maths ). Is there any way to deal with the audio/velocity sync problem? I would very much appreciate any suggestions Thanks!
  3. Ray

    Rhythm Dungeon

    Hi everyone! Rhythm Dungeon is our first game created using Phaser, and we are happy to show them to you. Description: Rhythm Dungeon tests your combat skills, cowboy, ninja and other heroes get ready to show off their best moves against hordes of monsters inside the dungeon. 12 Different Heroes to choose Many different mosnters to fight Web and Mobile compatibility(two types of controls) Retro nusic and art Spanish and English localization Play the Game Here It is available for HTML5 non-exclusive licensing feedback is welcome.
  4. TouchTheBeat is a game for tablets and other touch-enabled devices currently in development. Alpha 1 was just finished and can be playtested here: Play Alpha 1 TouchTheBeat is level-based. Each level consists of a song from SoundCloud and a composition of gameobjects. The more rhythmically accurate you interact with the gameobjects, the higher your score will be in the end. The game comes with the ability to create and share your own levels. You can find more information on TouchTheBeat in my blog post here: http://coloreddrums.de/touchthebeat-alpha-1/ Due to the fact that this is Alpha 1, the graphics are obviously kept very simple at the moment. This is my first game and I would love to get some feedback from you! Especially I would like to know how you experience the difficulty of the included demo-levels.
  5. Hello from Bideo Wego! http://bideowego.com I wanted to post about a music/rhythm based game I just uploaded on Kongregate. http://www.kongregate.com/games/BideoWego/mo-ritmo Feel free to check out the promo too What I specifically wanted to open for discussion is the strategy used to program the game. I used a helper program. The helper program was created in Flex 4. It is used to create the level data for the game. Basically it provides a simple button interface in which I can click buttons that correspond to specific arrows being dropped at specific times (channel positions) in the As3 sound. It does this all by calculations according to the sound length and bpm which I provide. An XML is generated that my game then can download from my server dynamically and read into a playable level! This XML is savable and reloadable into the same program to allow for editing as well. I would really like to create a version of this game with Phaser for HTML 5 and possible later a version for iOS and Android with Cocos2d. I wonder if anyone has done anything similar to this kind of project and has implemented a 'hold' feature in their rhythm game. In case anyone is wondering, this would mean that instead of striking and releasing keys/beats directly, the user would have to hold one or more keys until the end of a certain length (note duration) and then receive points or lose points based on the accuracy of that. This is another feature I'd like subsequent versions of the game to have, so if anyone is interested in talking about the coding strategy for that, it would be awesome! Like I said if anyone wants to discuss how this is done, as it pertains to the music I figured this is the place to do it! Or feel free to just try out the game and tell me what you think! Bideo Wego