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Post by Æmetta on Jul 8, 2018 14:30:48 GMT
Thank you so much for continuing development on Phase Shift. I would really like to continue playing and it'll be nice for clone hero to have some competition.
I'm most interested in having song loading time sped up. No other game takes as long to load songs and there's really no excuse for it. Add to that the fact that the game likes to rescan the whole music library every time it boots, playing the game becomes a huge drag. I'm gonna take a shot in the dark and guess that Phase Shift likes to scan and parse the entire midi, which is so unnecessary when I just want to play one difficulty on one instrument.
Another thing is that the songs broke after playing them in Clone Hero. I see this has already been fixed, but I haven't had time to try it because I lost my phase shift installation and I don't feel like setting it up right now.
Lastly, I think I donated $15 a while back and never got credit for it. If you're willing to take some time to credit me I'll dig up the paypal receipt.
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Post by David on Jul 8, 2018 18:06:46 GMT
I'm most interested in having song loading time sped up. No other game takes as long to load songs and there's really no excuse for it. Add to that the fact that the game likes to rescan the whole music library every time it boots, playing the game becomes a huge drag. I'm gonna take a shot in the dark and guess that Phase Shift likes to scan and parse the entire midi, which is so unnecessary when I just want to play one difficulty on one instrument. After the initial song scan the game now can read the database in about a second. Also, when loading even long songs it only takes 2-3 seconds. Lastly, I think I donated $15 a while back and never got credit for it. If you're willing to take some time to credit me I'll dig up the paypal receipt. If you PM Knapman with your details and how you would like you name to be listed we can make sure you are included in future versions. Many Thanks David
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Post by knapman [FD] on Jul 8, 2018 18:33:42 GMT
yea we are looking to address all the main usability issues, really polish up the user experience going forward, PS in its current form has a lot of functionality crammed in, but to get the most out of it you really have to dig around. With some UI tweaks it should really help players get the most out of the game, and once we get to our first Early access release milestone it'll be interesting to start gathering some player feedback to see where we should focus our attention.
I don't know a lot about Clone Hero, but it is interesting to see something new popped up while we were away, it'll be nice to check it out and see what they have going on. Just based on the title it sounds like it will be very different in terms of project direction. We have always been clear about our goals for Phase Shift focusing around defining its own style and exploring ways to expand on the formula. I'd love to see more discussions about original concepts we could explore, new note types, ways to enhance the charting potential of songs and create some interesting new mechanics.
PM whatever details you have, date / amount / email etc and i'll look into that.
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Post by Deus Deceptor on Jul 9, 2018 14:31:41 GMT
Been playing this game for 5+ years, want to share some thoughts about possible features: - HO/PO open note for guitar/bass - this will help me and everyone else to get rid of CH once and for all - server control - let us kick, do whitelists, set necessary packs/charts to join, show ping, watch game if its already on (+no sound specate mode if you dont have song, id like to ask for song sharing in game, but that may have issues with copyrights so please do at least midi share), expand server logs - supporting .chart, .sgh/.tgh (also extracting would be fine), .rb3con (why not?) - get rid of old font system, make support for custom font - leaderboards: thats too cool even to think about (youll need some midi hash db probably) - multiply song directories (if CH songs support fail) - LastFM and Discord PlayingNow support: pleasy-please! - get rid of pitch and neck speed change in speedy120/140/160 mode or made separate modes - ability to change keybindings in game - since its gonna use steamworks, using steam avatar in game would be awesome too - theme tweaks: theres id called "current_hit_count" in game_osd_practice that lets you see hit count, but you cant use it outside game_osd_practice (let id's be used at any ini file) - APNG support or MJPEG or soundless AVI as objects - replays: same as leadeboards - accuracy based scoring mode? - ... - *remove vsync/triple buffer*
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Post by knapman [FD] on Jul 9, 2018 16:42:10 GMT
I've pulled all the requests into a list in the first post for the moment to keep track of things a bit easier
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vexbane
Yorkshire Terrier
Posts: 67
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Post by vexbane on Jul 9, 2018 18:12:37 GMT
That features list made me weep real jesus tears.
shutup and take my money
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s
Chihuahua
Posts: 1
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Post by s on Jul 9, 2018 18:32:59 GMT
You Can Add Freestyle Drums Please Can Be Awesome
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Post by Deleted on Jul 9, 2018 19:44:20 GMT
well, since we're at the list making part - i see a lot of mine on there but if I could add one more.
Can we get one more Tom drum for real drums and can we get cymbal support for all colors in real drums mode?
This would give us a red cymbal, yellow, blue, green, and orange.
A ton of metal songs use 4 toms, many even more. Having the ability to map more cymbals would be great too.
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Post by benezia on Jul 10, 2018 6:01:54 GMT
Regarding the real drums feature, did anyone managed to configure the rim shot notes correctly? They show up as rim shots but when I hit my snare's rim it doesn't work. They count as a regular snare hit. I double checked my drumkit and the midi_profiles.ini file configurations and they all seems to be configured correctly so, if no one else managed to set this up, it might be an old bug... Current workaround is to define the rim and the snare with the same midi number ID but it's obviously not a good solution.
As of new features, I'd like to see the 'real drums' configuration extended to the max by adding more options: - Cymbal choking: Feature available in high-end drumkits by sending an POLY_PRESSURE midi event with the value of 127 when pressure is applied to the end of the rubber cymbal. when pressure is released, another midi event of POLY_PRESSURE is sent with the value of 0.
- Ghost notes: Can be applied for each pad, not just the snare, by using the velocity value received in the midi note message.
- Multiple sensor for pads: In high-end drumkits, each tom has a spacial 'rim shot' midi port (not just the snare), and each cymbal has a another 'Edge' midi port to differentiate between the location of the hits on the cymbal. Ride cymbal may also have a third 'Bell' midi-port indicating when the center part of the cymbal was hit. I would love to see all these extra sensors integrated into the game.
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vexbane
Yorkshire Terrier
Posts: 67
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Post by vexbane on Jul 10, 2018 10:37:45 GMT
Definitely need .chart support. people only make charts for clonehero anymore and it only reads .charts :/ so i have to keep converting _every_ chart.
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Post by Deleted on Jul 10, 2018 16:10:53 GMT
Regarding the real drums feature, did anyone managed to configure the rim shot notes correctly? They show up as rim shots but when I hit my snare's rim it doesn't work. They count as a regular snare hit. I double checked my drumkit and the midi_profiles.ini file configurations and they all seems to be configured correctly so, if no one else managed to set this up, it might be an old bug... Current workaround is to define the rim and the snare with the same midi number ID but it's obviously not a good solution. As of new features, I'd like to see the 'real drums' configuration extended to the max by adding more options: - Cymbal choking: Feature available in high-end drumkits by sending an POLY_PRESSURE midi event with the value of 127 when pressure is applied to the end of the rubber cymbal. when pressure is released, another midi event of POLY_PRESSURE is sent with the value of 0. - Ghost notes: Can be applied for each pad, not just the snare, by using the velocity value received in the midi note message. - Multiple sensor for pads: In high-end drumkits, each tom has a spacial 'rim shot' midi port (not just the snare), and each cymbal has a another 'Edge' midi port to differentiate between the location of the hits on the cymbal. Ride cymbal may also have a third 'Bell' midi-port indicating when the center part of the cymbal was hit. I would love to see all these extra sensors integrated into the game. 1) i think the only rimshot ive seen in any chart was one of sodamlazy's metallica charts. it seemed to work fine for me. typically though, I always rimshot the 2 and 4 beats and they always count as snare as you mention. crossstick (roland default to 37) i have on a BT-1 and have that mapped to RED too. again works fine.
2) i support all your advanced requests however as a first step just having 'muted' gems and bold accent gems should be all we really 'need'. if you start chasing midi velocity values things may get really convoluted on the user setup side. think drum tablature, there aren't any values in tab - either a note with brackets around it () to indicate a softer note, a normal note, or a note with an accent carrot ^ over it.
3) i already remap my tom rims. example, there is a metallica ....and justice for all chart out there that maps the hi-hat part that Lars has on his right to green cymbal. I map my 2nd floor tom's rim to GREEN and in SD3 assign a hi-hat to that midi note. Works great. I do the same for cowbell off my 2nd rack tom and even map the bow on one of my cymbals to blue so I have a blue crash on both the left and right side of my kit.
4) ride bell specifically would be a nice to have. perhaps treat this like the snare's rimshot functionality that already exists? a bold gem could sort of work but not every bell hit is intended to be a loud accent. sometimes its just another sound you want and currnetly there is no good way to differentiate between a bow or bell strike.
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Post by raynebc on Jul 10, 2018 17:31:37 GMT
Definitely need .chart support. people only make charts for clonehero anymore and it only reads .charts :/ so i have to keep converting _every_ chart. Clone Hero *does* support MIDI charts.
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Post by knapman [FD] on Jul 10, 2018 17:57:21 GMT
We now have a live Steam store page store.steampowered.com/app/865250/Phase_ShiftIf you have access to the new Steam chat beta that includes a new discord style chat system, that should be open for anyone to join, the icons broken apparently but it looks like its working
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vexbane
Yorkshire Terrier
Posts: 67
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Post by vexbane on Jul 10, 2018 20:51:09 GMT
Definitely need .chart support. people only make charts for clonehero anymore and it only reads .charts :/ so i have to keep converting _every_ chart. Clone Hero *does* support MIDI charts. I know it supports MIDI charts bud <3 im talking about .chart files. I talked to you in PM on discord about the open note thing cause im always converting .charts to .midi's for phaseshift. aaaaaaand wishlisted.
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Post by vandorb12 on Jul 11, 2018 4:36:39 GMT
We now have a live Steam store page store.steampowered.com/app/865250/Phase_ShiftIf you have access to the new Steam chat beta that includes a new discord style chat system, that should be open for anyone to join, the icons broken apparently but it looks like its working Dang, if you guys have a Steam page up and running, I need to get cracking on working with my local scene and get some charts done. Phase Shift is a great way to promote local bands who are ready and willing to get their music out there!
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