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Post by italianstal1ion on Jun 28, 2011 23:42:33 GMT
This is a feature introduced by Guitar Hero World Tour. I thought the idea was interesting - you mark certain notes that can be hit harder (to match the force played in the song) and you get some bonus for doing so. This might be pretty difficult considering you would have to register the velocity that the player hits along with the hit itself. (Though, that could evolve into a much more advanced charting scene...if each drum part was marked with it's appropriate velocity, then that would add a whole new dimension to the scoring. The closer you are to the correct velocity, the more points you get. Like pitch recognition for vocals in a way.) Anyway, guitar hero is real simple. Here is a picture: www.interactivegamingparty.com/how%20to%20play%20gh%20world%20tour.htm (middle lane is drums. The red+yellow with the extra circle on top is the accented, or "armored" note. It doesn't require the player to hit harder, it just gives them a bonus if they do). Though if you do implement that, you can score it any way you like (I'm thinking maybe just a little bonus for the starpower instead of note score), but I thought you'd be interested in the details of how GH does it. From the scorehero forums:
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Post by raynebc on Jun 28, 2011 23:47:26 GMT
This is a pretty interesting idea. RB3 (and apparently RB2) drum kits also track some amount of velocity for hits. I don't think it's very granular, something along the lines of a scale of 5 or 6 different hit strengths can be detected, but it could be useful to score bonuses for hitting ghost notes lightly or accent notes strongly. If Phase Shift adds this, I'd have no problem adding it to EOF.
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Post by David on Jun 29, 2011 6:41:05 GMT
I have made progress on this but I have been set back by the fact that only 3 XBOX 360 kits can be supported because of driver limitations on PS3/PS2 kits. It just didn't seem fair to add an advantage to players with certain kits. When I get MIDI In Devices working I'll be more likely to continue working on it.
Thanks David
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Post by raynebc on Jun 29, 2011 14:55:03 GMT
Alright, when you start on it again, let me know when you decide how you'd like ghost/accent notes to be marked in the MIDI.
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Post by predator on Jun 29, 2011 15:35:21 GMT
This would be great, as a die hard Guitar Hero player I would love this. However I don't like the idea that the closer to the set velocity, the more points you get. You should only be required to hit over the set amount and then get a fixed amount of points.
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Post by knapman [FD] on Jun 29, 2011 17:36:47 GMT
for ballance it may be best to add without any score bonus, just have it there for an optional challenge, then it does not matter if all controllers can support it, the results screen can show it as an extra stat to show how many you hit / missed
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Post by italianstal1ion on Jun 29, 2011 20:42:07 GMT
That's true - then it would be for bragging rights and wouldn't require a certain controller. I think showing it as an extra statistic is just as good.
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Post by jlestudios on Jul 3, 2011 19:34:34 GMT
That's true - then it would be for bragging rights and wouldn't require a certain controller. I think showing it as an extra statistic is just as good. yes I agree that it should not require a 2nd controller. it should be put in for the cosmetic look. I hope accents are being strongly considered.
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Post by David on Jul 4, 2011 16:31:09 GMT
I've been looking at some of the GH rips and can't see anything defining the accent notes. Does anyone else have any idea if they are ripped? raynebc: If there is no standard can we just go with setting the velocity to whatever value you want it to be. I can then set a cut off range in the game. i.e. if the velocity is above 64 then it's a hard hit otherwise it's a soft hit. I've seen that the RB charts use 127 for all hits and GH use 100 for all this might be an issue as by default the game will detect all notes as hard hits. So this might require a song.ini tag to define that you are using accent notes. drum_velocity = 1 I'm more of a fan of integers than boolean as it allow for future changes. As we could have drum_velocity = 2 to mean something else. Thanks David
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Post by raynebc on Jul 4, 2011 17:52:58 GMT
Whatever works is fine by me. Rock Band doesn't make use of the velocity during normal gameplay, but I think it might change the drum sounds during freestyle mode. I've never tried it, so I can't be sure.
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Post by David on Jul 4, 2011 18:52:33 GMT
OK, I'll look into that.
Thanks David
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Post by vandorb12 on Jul 5, 2011 9:20:01 GMT
I can't say for certain, but I know all of the official RB2 and later drum kits have velocity sensitive pads. I use a RB1 Wii drum kit (old school!) and i know for certain it does not have velocity sensitive heads.
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Post by italianstal1ion on Jul 6, 2011 2:21:54 GMT
General drum info; Here is a little info on GH drums in general: guitarhero.wikia.com/wiki/DrumsProbably the most useful quote: "In GH5, Band Hero, and GH WOR, freeforms no longer grant extra points but can raise the rock meter. If star power is used while in a freeform the rock meter will ascend faster." - so perhaps no score bonus but rockmeter help? Searching for accented notation...no luck so far.
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Post by vandorb12 on Jul 6, 2011 4:14:05 GMT
after reading that wiki article I didn't know about "ghost notes". I wonder if the devs will implement this feature...
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Post by David on Jul 6, 2011 6:48:38 GMT
We have ghost notes in Real Guitar and Bass Modes. Not sure of the notation in Legacy.
David
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