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Post by melonman67 on Jan 13, 2010 2:39:59 GMT -5
Since this is one of the few places in the Internets where people both play GH and don't have their head up their asses when it comes to playing XNA games, I figure this is a good place to ask. As a personal project to learn both C# and XNA, I have been working on my own GH clone (it's crap compared to GZ, FM and RF) for a while. Now that it's remotely playable, I was wondering if anyone would want to give this a little test. The main thing I'd like to know is how do multi track songs sound when played on your PC. I used a very sloppy method that "works on my PC" and I'd like to hear on other PCs. You can edit the global sync via the config.xml file (the comments inside should describe the settings well enough). You also need to use joy2key due to laziness ("asdfg" for frets and "up" and "down" for strum). You can download the latest release here and if you can even poke around the source code there if you desire. There are a few test songs provided with the game itself (two of which use multitracks). Thanks alot for listenin, and let me know if you take up the challenge or run into any problems .
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Post by acedia on Jan 13, 2010 11:25:08 GMT -5
Seems to be working fine for me. I didn't notice any problems with the sound. Keep up the good work...
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Post by cmart on Jan 13, 2010 15:56:16 GMT -5
I agree with ace. it worked well here. no complaints. sound was good. i like it when it hits the notes. the nice particles. its cool
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Post by melonman67 on Jan 15, 2010 2:11:52 GMT -5
Well, that's good to hear. Thanks a lot for testing it out. I'll post on this again whenever I hit another big milestone (proally wont be for a while).
PS: Acedia, you're probably way to far along for this to be of any use, but if there's any classes or algorithms in there that can help RF, go ahead and use em.
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Post by ~Triple-Jc~ on Jan 15, 2010 15:49:00 GMT -5
i agree with ace cause agreeing with ace is cool now. lol but i havent played it so im downloading now ma melon man
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Post by cmart on Jan 15, 2010 22:35:00 GMT -5
ya apparently everything he does becomes a new fad naw but truly I thought for it being one guy coding it and stuff it was good
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Post by Confusingboat on Jan 16, 2010 5:29:18 GMT -5
It works pretty good for simple concept implementation. Also, I'm going to point out that you have a LOT of code files (.cs), and I do mean a LOT. I for one would be frustrated with this when coding because of having to switch between files for everything, but if that's how you like it then w/e lol.
Also, I'd like to give you props on using FMOD. I currently am working on a game engine of my own (currently named Convection - the name originated from the idea of homebrew games...homebrew, convection, they have to do with cooking lol), as well as a game-genre specific engine that works on top of it, and I haven't really done any heavy research into FMOD because most everything I have found is in C++. My point of this is, I'm going to study your code implementation of FMOD to learn how to use it.
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Post by melonman67 on Jan 16, 2010 20:09:50 GMT -5
Yea, using FMOD with c# was a little of a pain due to them not letting you link the library directly, instead you hafta use a wrapper class they provide. For general use, ya just need a system, some channels and some sounds. Once ya get that going, it begins to look rather similar to most c++ implementations.
But yea, splitting my code into many files is a recent habit that rubbed off onto me from a friend. I mainly do it so I can shy away from massive clusterfiles like the singleplayergamescreen.
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Post by cool29801 on Jan 19, 2010 0:07:59 GMT -5
I tried it, it was pretty cool. I can't remember correctly, but your the guy that knows a ton about the midi/workings-of-GH2 right?
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Post by melonman67 on Jan 19, 2010 20:04:12 GMT -5
Nah, yesterday I was having a harsh time getting midis to work in the game....I did make a buncha charts back in the day tho.
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Post by melonman67 on Jan 27, 2010 2:25:48 GMT -5
OK, so having recently bought a set of RB1 drums (10 dollars at Walmart FTW). I wanted to get drum support in the game. As a result, I added midi support (sloppy...but works) along with an actual 3D fretboard layout. Acedia is right to not use Toub.Sound.Midi since GH1 and 2 songs chew it out, but I found another C# midi parser that seems to work with whatever midi I throw at it. The problem....it's slow as hell on bigger files (i.e. anything rock band). Anyways, I have it set up to try Toub....then if it fails, try again using the slow parser. Not the best approach (making a custom parser is best...but poo on that), but it "works." If anyone wants to test the drum or guitar support for this game, let me know how it goes. The only issue I still need to fix is the noteskin, damn notes blend together too well in drum mode. I also added an autoplay option if you want to check out drum/guitar, but lack the hardware. I included a few songs from a decent range of official games. Linkasdfg = frets up/down = strums zxcvb = drums (bass, red, ...) PS: Just noticed I left autoplay on when I uploaded...don't forget to turn that off...
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Post by acedia on Jan 27, 2010 4:21:46 GMT -5
Nice dude, if you want, i can give you the finished .midi parser i did over the last couple of days. basically you'd have to use the RFSfileformat internally, but it reads .mids and .charts for you. I still have to finish up some internal calculations on the BPMchanges... but that's like 20 minutes. I currently do it in game, so it's not a big deal, but i want to get all of the calculations out of the game, and into the .dll, so that i can finish up the RFS Track creator.
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Post by melonman67 on Jan 28, 2010 13:03:00 GMT -5
Hmm, once you get the RFS filetype mature enough, I wouldn't mind using your library to add support for it. For now, the only "problem" midis are GH2 which aren't terribly important in my eyes, so getting better midi support is a low issue. What I need to do is make a better looking menu. The black BG + plain white text isn't cutting it .
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Post by acedia on Jan 28, 2010 19:17:50 GMT -5
Yeah i definitely know what you mean about the Black menu, and plain text.
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