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A fun 2D retro platformer inspired by Sonic games and a game creation system

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#1 2013-05-13 22:40:25

jobromedia
Member
From: Stockholm, Sweden
Registered: 2009-11-01
Posts: 1,072
Website

[Music] Level finish

This is several orchestrated goal songs.

Please note that this ain't finished by far, no pun intended. big_smile 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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#2 2013-05-14 00:59:03

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,304
Website

Re: [Music] Level finish

that's a rather interesting idea! smile

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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#3 2013-05-14 08:40:50

jobromedia
Member
From: Stockholm, Sweden
Registered: 2009-11-01
Posts: 1,072
Website

Re: [Music] Level finish

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:

E rank
S rank

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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#4 2013-05-20 20:14:56

aronthehedgehog
Member
From: Lincoln, NE
Registered: 2013-04-05
Posts: 390

Re: [Music] Level finish

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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#5 2013-05-21 08:50:11

jobromedia
Member
From: Stockholm, Sweden
Registered: 2009-11-01
Posts: 1,072
Website

Re: [Music] Level finish

Something like that.

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#6 2013-10-16 23:56:18

aronthehedgehog
Member
From: Lincoln, NE
Registered: 2013-04-05
Posts: 390

Re: [Music] Level finish

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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#7 2013-10-17 06:47:49

jobromedia
Member
From: Stockholm, Sweden
Registered: 2009-11-01
Posts: 1,072
Website

Re: [Music] Level finish

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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#8 2013-10-17 22:33:55

aronthehedgehog
Member
From: Lincoln, NE
Registered: 2013-04-05
Posts: 390

Re: [Music] Level finish

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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#9 2013-10-19 21:47:23

aronthehedgehog
Member
From: Lincoln, NE
Registered: 2013-04-05
Posts: 390

Re: [Music] Level finish

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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#10 2013-10-22 19:03:43

jobromedia
Member
From: Stockholm, Sweden
Registered: 2009-11-01
Posts: 1,072
Website

Re: [Music] Level finish

Oh COOL! big_smile Me like this a lot. Off to look up my older projects then to finish the music. big_smile

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#11 2013-10-27 04:53:01

aronthehedgehog
Member
From: Lincoln, NE
Registered: 2013-04-05
Posts: 390

Re: [Music] Level finish

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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#12 2013-10-30 23:32:38

aronthehedgehog
Member
From: Lincoln, NE
Registered: 2013-04-05
Posts: 390

Re: [Music] Level finish

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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#13 2013-10-30 23:34:59

aronthehedgehog
Member
From: Lincoln, NE
Registered: 2013-04-05
Posts: 390

Re: [Music] Level finish

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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