• BEAT
    33 replies, posted
[QUOTE=Occlusion;35316973]At the moment, i am analysing the sound wave per frame, and checking for any peak anomalies. This actually doesn't work too badly, but because flash can't precompute this, i have to spawn the beats when theyre detected, so it takes time for them to travel to the player. Not sure how else i can do it really :( Hmmm, know what you mean. Would tempo work do you think? I could compute the time between beats and use that as a basis for movement speed.[/QUOTE] Just have a constant speed. This represents both how many times you're reading the sound wave consistently over time, as well as obviously the natural progression of the song.
[QUOTE=amcfaggot;35318217]Just have a constant speed. This represents both how many times you're reading the sound wave consistently over time, as well as obviously the natural progression of the song.[/QUOTE] I'll try that, and the idea of using the beat timings and see what works. [QUOTE=r0b0tsquid;35317115]The one thing I noticed when I was playing is that the song immediately cuts out if/when you lose. It's a little annoying when you're getting into a song and you're suddenly dropped out of it because you hit one too many grey notes - maybe do it the way beat hazard does, where you have a score screen and you can sit and wait till the end of the song if you want? It's not a major criticism, it's just a little jarring to hear the sudden silence when you'd rather be listening to the song.[/QUOTE] Interesting, i'll work on that. Thanks.
[QUOTE=BlkDucky;32278382]Anyone else think for a second that the OP was banned when they saw the red text?[/QUOTE] guys, look. A relatively old post by me and it's not stupid. Awesome.
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