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Really enjoyed the concept, especially once you play several instruments at a time. Although the way the audio is sync to the gameplay feels kinda weird. I wasn't able to rely on mostly audio or just repeat the patterns, a lot of time I had to really focus on the visuals, even if it meant playing something that didn't match the rhythm? Not sure if it was a latency... But this is why I enjoyed more the instruments par that that the drums part (often fill with fast notes). Neat game nonetheless!

Cool concept! Although the tutorial could be better and I had a bug with the pause menu

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Thanks! Yeah, tutorial was talked on pretty late, and I've watched a few people play through it and wonder what I was thinking. What was the pause menu bug? I gave it very little testing, so I'm not that surprise.

great game, do you have any tips for a developer looking to make a rhythm game

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Thanks! I would recommend starting with something very simple to get the hang of working with the programming, tricks with aligning to the beat, and audio production etc. then use the lessons from that game to work on something larger.

Thanks for the advice, Ill try that

I'm going to try speedruning this game and submitting it to speedrun.com. Great game.

That's awesome! Let me know how it goes. I've wondered if there's a way to get perfect runs on songs

I really enjoyed this game! Its really easy to understand and I'd love to see more levels if at all possible :>

Thanks! I've considered going back and making more levels a number of times, but never found the motivation to work on it again without a lot of other expansions to the game. Maybe some day if I can work on it full time instead of in my spare time.

Hi @billtg i made a similar game with the concept would appreciate you check it out https://mfthepop.itch.io/masterthesis

Neat, nice work! The visuals were closer to what I originally envisioned for this game. I struggled a bit with getting the rhythm right, but still enjoyed it.

Thanks

I love this game! on harder levels it feels like you are producing a song with midi controller <3

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Thanks! That was the vibe I was hoping for with later level

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Everything is spinnin

Always. I've reported this bug to the Human Vision devs

idk why but this comment cracked me up

Great game! Kinda short, but fun regardless! Would recommend for anyone looking to relax for 15 minutes.

Thanks! I've been thinking about expanding it to a larger game since the biggest feedback I've had was "I wish it was longer". Glad you enjoyed

Fun game! Everything was spinning after I beat it though (it made me dizzy), so, warning to anybody who has issues with that

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Yeah, every time I play through it leaves everything spinning for m

This is nice game!

Thanks!

amazing game, I have some issues with my motor control with made it a little harder but besides that its amazing.

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Thanks! Sorry to hear about the motor control issues. If I was taking the game further I would definitely add in some customization

Very nice!

My only recommendations are to get a nicer font and some 'full-' keyboard controls:

  • E.g. WASD and have full-keyboard menu controls (so you don't have to use a mouse). Things like a menu cursor for arrow/WASD key movements and using enter to go next or accept would make it 5-fold nicer and more polished.

Gameplay, however, IS GREAT; the shift 'mode' was not the most intuitive if you don't read the itch.io controls part (but just writing "Hear Track Preview" will clear the mud).

Love to see an open-source project too!

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Thanks for the feedback! There's definitely some slapped together UI/UX that came in right at the end of the project that could have been more polished. Glad you enjoyed the game though!

Great! Hope I didn't sound too harsh.

Not at all. It's all good feedback and ideas that I may not have thought about while building it.

This was awesome,  I just sat down and played it through. Good vibes, good design! And it's very generous of you to share your source code. 

One of the best games if played on itch.io so far. You made a terrific job!

Hey, I downloaded the game without donating anything because I don't have any money right now. Just wanted you to know that I plan on donating something as soon as I have something... 

it's really cool, I love it. Super helpful for something I'm working on. Nice work!!

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very nice game!

I myself try to make a simple music game.

Your tutorial on Gamasutra really helped me.

I'm now trying to make a gameobject appearing and disapearing according to the conductor.

Do you have any idea how to do that?

Also do you have a contact where I can write to you?

Thanks again man!

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Thanks Kenny, I'm glad you found it helpful!

If the object is already instantiated, you'll probably want to use something like: this.gameobject.SetActive(true) to make it appear and SetActive(false) to make it disappear.

To time it to the beat you will have to check the Conductor beat. Something like If(Conductor.instance.SongPosInBeats > this.appearBeat)

this.gameobject.SetActive(true)


Then do the same for making it disappear. If you're having it appear and disappear in a loop, you will have to reference the Conductor.instance.loopPosInBeats


Try playing around with that and see if it works!

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Ok I start to understand. 

I know if you want to access to another game object you have to call it through fonction or declare it as a variable right?

But I don't really  understand the concept of instance.

What is it for exactly?


(I see you are canadian so you can explain me in french if you want)

Sorry your English seems much better than my French.


On the Conductor class I made a static Conductor variable called instance. This just makes it easier to call Conductor from other functions. The Conductor script is attached to a  GameObject in Unity (let's say it's attached to an object called ConductorObject). Usually you would have to have a way to link to that specific GameObject in order to reference ConductorObject.Conductor. Instead, using instance, it makes sure there's only one version of the Conductor script running in Unity. Then you can call it using Conductor.instance and access all the variables and functions of that specific Conductor script without having to declare it as a variable in another script.


I hope this is clear. This is typically done for a GameManager script in other games, so you may be able to find tutorials for that class that would be helpful.

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Oh yes this is very clear!

 You know what? I just spent hours trying to link other GameObjects to that   Conductor script rrr, so I really know what you mean now aha!

 So now that I succeeding to set a GameObject Active according to the SongPositionInBpm, I still have a little problem.

I have a script which look like this:

if (songPosBeat >= 5)

        { gameObject.SetActive(true); }
        

But the GameObject become active a little ahead of time before songpositioninbeat reach 5.

It's quite noticeable.


 Do you have any idea?


Thank you to spend your time to answer me. I'm so noob sorry.

Hmmm, hard to say without seeing the code. Make sure the variables are all named correctly and see what the values are at activation with Debug.Log. maybe something's slightly off!

you may also find it helpful to look at the code I used for Atomic Beats: https://github.com/billtg/Rhythm-Pattern

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Thanks! I appreciate the feedback. There's definitely a lot of potential to expand the game into something with a wide appeal, and it could be a banger on mobile/tablet. Maybe one day if I have the time. Thanks again!

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Absolutely LOVE the game! well done! What software did you use to make the music?

thanks! All the music was created in Ableton Live with the stock digital instruments.

Not bad.

But i cant find right way to go to the next level from finish one. I go in the menu and open new level from there, but this is uncomfortably :(

Sorry to hear you had to go through the menu! The middle button turns into the 'next level' button when the level is complete, but I know it's not very clear.

Very cool, well done!

Thanks Pat, I appreciate the feedback!

Awesome game! Great beats!