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(+1)

how did you do to show the ratings that you give?? i like to activate that option so people can see what i rated about their games...

replying to the game, yeah , i give it some basic objectives to disguise it a little hahah...the idea was to have up, down forward an rotate elements, but i couldn't get the audio input right, the frequencies got overlapped...i will come back to this idea some day, i really liked the concept, but no so much the exectuion. the original idea was to put real levels, but i got sidetracked with life stuff and i opted for the procedurally generated one (more easy and fast to code lol)

thanks for the article, i will read it to see what i can learn from it, it is almost what i did to capture the audio for the player movement, i get the 22k range, and then i made 8 audio bands and added a buffer to each one, so the frequencies don't rise and fall so fast, i even normalized the audio bands and put them in a  0-1 range , but that  wasn't smooth to control the player, so i dropped that idea, thanks for the feedback!!!

(+1)

I haven't done any projects that include super detailed audio analysis so I don't have the exact knowledge. I used the same technique for a flappy bird game, but you were jumping by clapping to microphone :)

One another idea that could be useful is implementing a rhythm system. I am pretty sure you can develop a metronome for your game. And having that might help with timing your audio inputs in a way. Or it might give you some other ideas for the game.

I tried developing one in this game, it is not done but maybe you can understand what I mean by a metronome.

(https://ahmetahaydemir.itch.io/magecore)

Be sure to update your game on itch if you ever find the chance, I would love to see it!

(+1)

i had thought about a rhythm mechanic for a game , but i didn't want to go that way with this game, i didn' think about the metronome, that is a great idea, maybe that could work , like limit the audio input for a specific band by a really small time value, that way maybe the sounds don't overlap themselves.... i don't  know i have to experiment with that, but sounds like a very possible solution , thanks for the idea!!!