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Very interesting, thank you!

When I did musical rhythm game last jam - I just made an array of notes with their length and pauses (also converted from midi) - and just went over the list and initiating a visual note que 1 second in advance of emoting a sound note. And when the visual notes had timers attached to them against which the input was checked - whether it's within the allowance interval. 

So it looks the same, but instead of music playback - checks against timer attached to visual ques.  Although I didn't do the classic "lines" and was using scaling-appearing notes :)

Not sure though whether timer works in physical, or something else - I didn't get that deep into engine yet. But for some reason I thought that asking timer is "faster" than asking a music file. Although when it's loaded - there is probably no difference?

(+1)

Not *much* difference at least when using the music file (it is also converted into an array of NoteData (custom class with some data like start_time, frequency etc)).
This array is checked every physics_frame (though the whole array is split into the 4 bins for the 4 lanes first, so there are maybe like 90-ish notes per bin per physics_process frame to check). For larger songs this could lead to problems but for this it worked fine :)

Interesting, thank you!