Open GoogleCodeExporter opened 9 years ago
It would be easier for people on a slower computer to win than on a faster
computer,
since Jurgen performs worse on slow computers (even at the current "skill
level",
which attempts to play all the notes). That seems a bit unfair.
Original comment by coolguy5678@gmail.com
on 4 Dec 2008 at 4:22
Yes, but currently that's the only way we have to make a computer player.
If you have ideas on how to improve Jurgen so he's not dependent on computer
speed
then by all means, feel free to code it and show me how.
Really, that goes for all the comments you've been making today... you present
a nice
ideal case everywhere but the particular issues you are commenting in already
have
feasibility the way they were written...
Original comment by chris.paiano@gmail.com
on 4 Dec 2008 at 4:36
Related graphic (maybe) posted here:
http://www.fretsonfire.net/forums/viewtopic.php?f=11&t=25040&p=319570#p319565
http://img132.imageshack.us/img132/4949/guitarbattletopei1.png
Original comment by chris.paiano@gmail.com
on 7 Dec 2008 at 4:04
starting on this, will not commit any thing related to this until after 3.100
final
though. We will need FoFix generic graphics for everything related to this for
the
Megalight GH3 theme that do not violate any copyright laws.
Original comment by Qst...@gmail.com
on 25 Jan 2009 at 10:08
First thing that will be put in place is GH3-Battle mode for multi-player. Not
sure
if we should make a different issue for it?
Original comment by Qst...@gmail.com
on 25 Jan 2009 at 10:14
Here's some info for when you start working on this.
Power-Ups...
Broken String: Use this attack to break one of your opponent’s strings. The
button
on the guitar controller won’t work until they fix it by rapidly tapping that
button
until it is repaired.
Difficulty Up: This attack will increase the difficulty on your opponent’s
note
chart.
Amp Overload: This attack causes the scrolling fret board on your opponent’s
screen
to shake and blur, making it extremely difficult to read which notes are
approaching.
Whammy Bar: Use this attack on your opponent to force them to move the whammy
bar
fast before they can play notes again.
Power-Up Steal: This attack steals your opponent’s attack before they can use
it. If
they don’t have one to steal and you activate this power, you’ll lose it.
Double Notes: Deploying this attack forces your opponent to double up on how
many
notes they have to play.
The Lefty/Righty Flip: The Lefty/Righty Flip Attack swaps the note chart around
opposite to how your opponent would normally play the game.
Death Drain: In Sudden Death, the Death Drain power-up will drain your
opponent’s
rock meter.
Original comment by mrhappen...@gmail.com
on 26 Jan 2009 at 5:56
And on that subject, I was always curious as to what happens when a "Difficulty
Up"
attack is used on a player that is already on "Expert"..... does it just do
the "Double Notes" attack instead?
The "Amp Overload" attack (in addition to the above listed information) also
makes
the notes blink randomly, so they aren't actually visible at all times.
Also, it should be stated that "Double Notes" doubles the amount of notes you
have
to play simultaneously - more chords, not more picking. Single notes become
chords. Chords become larger chords (how much? Do 2-note chords turn into
3-note
chords or 4?).
Original comment by chris.paiano@gmail.com
on 26 Jan 2009 at 7:57
I doubt that 3 note chords turns into 4 note chords. I haven't seen those
myself but
I've not played gh3 a lot (a battle or two on expert). I don't think that
difficulty
up occurs during expert.
Original comment by azzc...@gmail.com
on 26 Jan 2009 at 9:21
Thanks for all the information Guys, this is where i am at now:
I have added the system to gain and use power-ups, along with the graphic icons
for
each power-up. The only power-up that i have functional so far is steal object.
im
still doing research on all of the dynamics of the others, and i am thinking
about
reinstalling gh3 on my computer to help answer all the detailed questions about
each
power-up.
Im testing everything with graphics from GHIII that worldrave has provided for
me, do
we need to make some generic graphics for the megalight GH3 theme to work here?
Original comment by Qst...@gmail.com
on 27 Jan 2009 at 4:55
Optimally, yes... initially, we can just use the gh3 gfx until someone makes
some
generics for the megalight themes.
Original comment by chris.paiano@gmail.com
on 27 Jan 2009 at 10:09
Qstick- I thought i would post the info i gave you yesterday here, for
reference in
the process, in case I accidently loose the paper i wrote these on. (Used
stopwatch
to make sure of exact lengths, as you know.)
=========================================
8 Seconds length - Flip Mode.
6 Seconds - Difficulty up.
8 Taps - Broken String.
6 Seconds - Double note's.
5 Hits - Whammy Bar.
8 Seconds - Amp Overload (Blinking notes.)
==========================================
Original comment by worldrave111@gmail.com
on 29 Jan 2009 at 3:47
Functionality for all objects is now working and in place, here is what is left
to do
-Sudden Death, if no one wins players go into sudden death in which they can get
death drain object
-improve flow activated objects (don't change all notes to higher diff or
double all
at once)
-finish up graphics.
Original comment by Qst...@gmail.com
on 1 Feb 2009 at 7:59
Oh yea and after i get the multi-player mode working it will be time to get
jurgen
setup to battle.
Original comment by Qst...@gmail.com
on 1 Feb 2009 at 8:00
Original comment by Qst...@gmail.com
on 9 Feb 2009 at 3:04
this will need to wait until after note handling optimization is in place as
many
parts of this are integrated into the current system, most of which will most
likely
have to be redone or updated to support the new note handling system.
Sudden death is in place, all Functions are working, now its just a matter of
getting
the graphics in place and adjusting for the new note handling system once Chris
finishes it.
Original comment by Qst...@gmail.com
on 13 Feb 2009 at 7:15
Issue 749 has been merged into this issue.
Original comment by Qst...@gmail.com
on 13 May 2009 at 4:23
This has been minimally added, future work will continue in next release
Original comment by Qst...@gmail.com
on 15 Jun 2009 at 8:13
By the way, I think in GH3, Death Drain keeps going until someone fails, not
stops itself after a few seconds. Sudden death isn't so sudden on an easy song
I was playing against Jurgen. We would've gone on forever with no winner :P
Original comment by doorkno...@gmail.com
on 11 Jul 2010 at 7:38
Original issue reported on code.google.com by
chris.paiano@gmail.com
on 26 Oct 2008 at 5:38