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This is several orchestrated goal songs.
Please note that this ain't finished by far, no pun intended.
I have a few songs more to compose, but that has to wait until later.
Letter legend:
E: Just a few rings collected, a few enemies smashed up.
D: Some more rings collected, a few more enemies smashed up, 1 secret found. PAR time unbeaten
C: Average ring and enemy count, a few more secrets found. PAR time beaten
B: Very good ring and enemy count, almost all secrets found, PAR time beaten
A: Almost professional skills. Almost all rings and enemies collected. All secrets found, PAR time beaten.
AA: Professional skills Everything collected / beaten, PAR time beaten, no secrets left, bonus stage unlocked.
Planned songs:
F: No rings or enemy beaten, no secrets found, PAR time unbeaten
AAA: A zone has been beaten
AAAA: The game is finally beaten.
Why these criterias? A game that has something hidden welcomes the gamer to replay the game, hence increased game value. Sonic Unleashed had this system, and I'd say we need to get a similar system in place. Maybe not AAAA - F, but something similar.
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that's a rather interesting idea! ![]()
nice songs. imo, the goal song must always be a happy one, but this happiness could be of varying degrees.
the casual player probably doesn't know/care about complex criteria. Still, we can pick 3 or 4 songs - based on very simple criteria - to communicate some clear message; maybe give some additional reward depending on the song
also, after defeating a boss, the song could be different too.
thanks for the effort
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No problems! I just had this idea of conveying a message to the players. I wanted this to be as simple as possible, yet as audiable as possible.
The inspiration came yesterday when I was cooking my supper while listening to the Sonic unleashed soundtrack. A few examples:
As you can hear between E rank (the lowest ranking) the song is false, and pretty much out of key, the orchestra is playing the theme half heartedly as well. Now comepare it to the S rank (the highest ranking) the orchestra makes a flawless performance.
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so rank E would be: if_no_enemy_beaten give rank E
if_enemy_and_rings_collected = 20 _give rank D
if_enemy_and_rings_collected = 50 _give rank B
(rank "a" is a little complex)
if_gather_(a certain number of rings)_ then next step.
if_found_one_secret_ then next step.
if_destroyed_a_certain_number_of_enemies
give_rank A
---------------------------------------------------------------------
well this is sort of hard to script and yet playing music for a certain rank
would be rather hard.
i would say a couple of months to make this type of ending music.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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can if possible "if_player_score = 2000 (or higher)"
and also "if_player_rings = 200 (or more)"
something like that.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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Yeah we need to define some basic algoritms to get the balance right. We also need to have a default chosen song if the parameters doesn't match up properly.
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hmm... is there an more than or equal to... type of thing.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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well the music is not completed but i do have the code to activate it.
object ".Aaron_perfect_controller"
{
requires 0.2.0
always_active
state "main"
{
hide
observe_player "Sonic"
change_state "ready"
}
state "ready"
{
if $rings<=100 "1"
change_state "standbyphase"
}
state "1"
{
let "$_secretbonus += 2000"
change_state "do it once"
}
state "2"
{
let "$_secretbonus += 4000"
change_state "do it once2"
}
state "4"
{
let "$_secretbonus += 8000"
change_state "do it once3"
}
state "8"
{
let "$_secretbonus += 12000"
change_state "do it once4"
}
state "standbyphase"
{
on_level_cleared "destroy"
change_state "main"
}
state "do it once"
{
on_level_cleared "destroy"
if $rings<=200 "2"
change_state "do it once"
}
state "do it once2"
{
on_level_cleared "destroy"
if $rings<=300 "4"
change_state "do it once2"
}
state "do it once3"
{
on_level_cleared "destroy"
if $rings<=400 "8"
change_state "do it once3"
}
state "do it once4"
{
change_state "stanbyphase"
}
state "destroy"
{
destroy
}
}Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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Oh COOL!
Me like this a lot. Off to look up my older projects then to finish the music. ![]()
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was easy all i did was enter the amount but it went through phases like it gave me : 12212134000000 points all at one time then after i fixed it then it gave me: 120000 points and then : i forgot that the one above is the old on i'll upload the other later.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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here is the fixed version of it i got rid of the bugs during this time...
object ".Aaron_perfect_controller" // his lighting sneakers can't shine when in the air
{
requires 0.2.0
always_active
state "main"
{
hide
observe_player "Aaron"
change_state "ready"
}
state "ready"
{
if $rings<=100 "1"
change_state "ready"
}
state "1"
{
let "$_secretbonus += 2000"
change_state "do it once"
}
state "2"
{
let "$_secretbonus += 2000"
change_state "do it once2"
}
state "4"
{
let "$_secretbonus += 2000"
change_state "do it once3"
}
state "8"
{
let "$_secretbonus += 2000"
change_state "do it once4"
}
state "standbyphase"
{
on_level_cleared "destroy"
change_state "standbyphase"
}
state "do it once"
{
on_level_cleared "destroy"
if $rings<=200 "2"
change_state "do it once"
}
state "do it once2"
{
on_level_cleared "destroy"
if $rings<=300 "4"
change_state "do it once2"
}
state "do it once3"
{
on_level_cleared "destroy"
if $rings<=400 "8"
change_state "do it once3"
}
state "do it once4"
{
change_state "standbyphase"
}
state "destroy"
{
destroy
}Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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oh say is there a way we can deactivate the end music when you finish by touching the goal post?... [example]
// takes care of the goal song
object ".default_startup.level_cleared.handle_music"
{
requires 0.2.0
always_active
state "main"
{
hide
let "$vol = music_volume()"
change_state "fade_out"
}
state "fade_out"
{
set_music_volume "max(0, music_volume() - 1.0*dt())"
on_timeout 1.5 "goal"
}
state "goal"
{
set_music_volume "$vol"
play_music "musics/goal.ogg" <----- right here.
change_state "wait"
}
state "wait"
{
// music "double-click" bugfix
on_timeout "music_duration() * 0.95" "end"
}
state "end"
{
play_music "samples/silence.ogg" -1
destroy
}
}by removing this would it work?.
well now i see if i input that code up there into this here it would designate the music specifically.
Last edited by aronthehedgehog (2014-01-21 19:16:16)
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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