Gamer125 / fofix

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Add new "Co-Op RB" multiplayer mode with separate rock arrows on a shared rockmeter #278

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
 -Each player should have his or her own rockmeter arrow on the shared
rockmeter (at least, in Rock Band themes)
 -GH Co-Op mode should maintain separate rockmeters, due to the style of
the rockmeter.  Then Co-Op modes can be more uniform (still shared score,
but separate rock arrows)
 -After each player has a rock arrow, ensure that one player activating
starpower / overdrive allows both players to benefit from the higher
rockmeter increase rate
 -Allow one player to fail, and then the other player to bring him or her
back to life by using overdrive / starpower

Original issue reported on code.google.com by chris.paiano@gmail.com on 18 Nov 2008 at 6:57

GoogleCodeExporter commented 9 years ago
FWIW and IIRC, in GH3 at least, players need to coordinate to activate SP.
One player can't trigger SP for both.

Original comment by evily...@gmail.com on 18 Nov 2008 at 7:10

GoogleCodeExporter commented 9 years ago
That's right, then we will need to also make a "Co-Op GH3" multiplayer mode 
that will
require both players to activate star power.

However, for Co-Op RB (Rock Band) mode, this is desired behavior.

One player can't activate overdrive for both - only for himself.  However, all 
co-op
players benefit from the starpower for their rockmeter positions ONLY (not
multipliers).  This allows one player to "save" another player who is about to 
fail
by giving him additional rockmeter increase boosts when he hits notes. and 
decreasing
how far the rockmeter falls for missed / screwed up notes.

The current "Co-Op" mode will become "Co-Op FoFiX" as a custom, basic, different
style of co-op multiplayer game (there is no reason to remove modes).

Original comment by chris.paiano@gmail.com on 18 Nov 2008 at 7:19

GoogleCodeExporter commented 9 years ago
I was considering taking this one... though I'm curious about some of the 
mechanics. 
Know where I can find the answers?

In RB, any player who activates overdrive produces a multiplier to /all/ 
scores, and 
combined overdrives increase that - so I think essentially a bass groove of 6x 
and 3 
starpowers will give a final score of 1800/note - and if 6x with 2 starpowers, 
not 
the bass player it's still 1200/note... which seems crazy, but I can't test 
this. 
(YouTube videos of this situation generally have too many notes going on to 
have any 
idea what is being added from where) Also, I can't tell if this impacts the 
actual 
average multiplier for star scoring. I would assume not, since the multipliers 
below 
the individual instruments do not increase (which means we'll need SP-active 1x 
and 
3x graphics). Also, any idea where I could find out how much "saving" recovers 
in 
terms of rock meter? If I remember right it's up to green (2/3)... And how 
quickly 
does the co-op rock meter drop once someone is dead?

Also, how on earth would this go in a GH theme? I think the GH Co-op could go 
easily 
enough on RB themes, but where would the needed extra rock meter go, especially 
once 
3-player is added? Any ideas would be appreciated.

I'll give it a go and mark it off as started here and see if I can't get 
anything 
working with it. If it goes well I'll probably be able to add the GH3 one as 
well.

Original comment by aked...@gmail.com on 17 Dec 2008 at 7:05

GoogleCodeExporter commented 9 years ago
In RB:
0 Overdrive = 1x band multi
1 Overdrive = 2x band multi
2 Overdrive = 4x band multi
3 Overdrive = 6x band multi
4 Overdrive (though we don't need it) = 8x band multi

Everyone's personal multiplier is based on note streak and nothing else (no 
double 
multiplier for Overdrive, only the band combined multiplier)

YouTube videos of Rock Band won't do you much good since FoFiX gives 50 points 
per 
note, RB only gives 25. If you'd like to fix this, check out the first chord in 
Won't Get Fooled Again. 530 or 529 points every time. This would be great for 
awarding just the right amount of points during sustains.

Original comment by MofoMan2...@gmail.com on 18 Dec 2008 at 12:56

GoogleCodeExporter commented 9 years ago
Alright. It's only in RB-style themes, but it's there. Let me know how it runs.

r604

Original comment by aked...@gmail.com on 20 Dec 2008 at 12:47

GoogleCodeExporter commented 9 years ago
It runs quite well. Purposefully failed a song with Jurgen to see how the meter
reacted. Used Jurgen's overdrive to bring myslef back into the green, then the 
notes
resumed as expected. Only issue I can see is visual, because the markers 
overlap.

Original comment by evilbobt...@gmail.com on 20 Dec 2008 at 1:54

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
very nice job

for gh style themes put a wt style rock meter in the upper left. basicly rmtype 
= 3 
for this mode (maybe put two needles on it) or just have both players effect 
the one

the splights could display on the left side of the neck and the streakdots on 
the 
right.

i'll make some graphics if you need them

Original comment by slan...@gmail.com on 20 Dec 2008 at 4:56

GoogleCodeExporter commented 9 years ago
Played this with some friends today (drums/guitar) and it's pretty fun. Great 
job
coding and thanks.

For the bugs:

1. Drum overdrive is broken, with one overdrive phrase giving you a full star 
power
meter and therefore activating it.

2. When I saved a friend with overdrive on drums, I saved him and still got the 
star
power activated. Not sure if this is related to bug #1, or if it works okay on 
guitar
(your star power meter should lose the associated amount (Half the bar)).

3. Saving may be too powerful of a help to the rock meter. It sounds like you 
tried
to adjust for it. I think it's close but not entirely right.

4. With accuracy setting, somehow the accuracies are now appearing on top of 
each
other, and sometimes (i think after a solo), one is on far right of the scene.

I think that's all I can think of. Framerate wise it was just like the regular 
co-op
mode.

Original comment by ryanturcotte@gmail.com on 21 Dec 2008 at 2:47

GoogleCodeExporter commented 9 years ago
I fixed bug #1 in issue 399 which I think was a product of the co-op code.

Original comment by ryanturcotte@gmail.com on 21 Dec 2008 at 8:23

GoogleCodeExporter commented 9 years ago
My bad tab caused #1 and #2... good catch there and thanks for fixing.

As for #3, I'm not sure what the actual mechanics are, but I think saving 
brings the 
dead person up to 2/3 and the co-op back to an average. RB also starts you at 
2/3 I 
noticed.

#4 is fixed in r630.

Original comment by aked...@gmail.com on 22 Dec 2008 at 4:09

GoogleCodeExporter commented 9 years ago
Bug:
If you have bass grove. Restart the song and you will start out with the bass 
grove 
neck.

Original comment by mrhappen...@gmail.com on 22 Dec 2008 at 6:25

GoogleCodeExporter commented 9 years ago
That bug isn't related to the RB Co-Op mode, but it's fixed in r634. Good catch.

And you can post new issues by clicking "New Issue" at the top left - do that 
if it 
doesn't seem like your issue is related to any others.

Original comment by aked...@gmail.com on 22 Dec 2008 at 7:18

GoogleCodeExporter commented 9 years ago
So I'm working on the GH version of Co-Op now (Issue 291). I'm going to see how 
an 
extra rockmeter for the co-op meter looks in GH themes as I get around to that 
part 
of the GH mode. Once that is done, I think this one will be complete.

Original comment by aked...@gmail.com on 1 Jan 2009 at 1:35

GoogleCodeExporter commented 9 years ago
Before you consider this one done, there's a couple small things I noticed ;)
1. When the band shared rock meter is in the red, both fretboards shouldn't 
glow 
red. The fretboard should only grow red when that player specifically is in the 
red.
2. Overdrive "Unison Bonuses" - those times when all players get Overdrive 
phrases 
at the same time. If all players hit the phrase it gives double Overdrive 
bonuses to 
them. Check out some YouTube videos, you'll see what I mean. ;)
The other one I had in mind has to do with Big Rock Endings and I'll bring that 
one 
up when support is actually added for those.

Original comment by MofoMan2...@gmail.com on 1 Jan 2009 at 6:48

GoogleCodeExporter commented 9 years ago

Original comment by chris.paiano@gmail.com on 3 Jan 2009 at 2:35

GoogleCodeExporter commented 9 years ago
I played Rock Band 1 (PS2) today and noticed something about the co-op rock 
meter.

The only time the icons are on the same line, are when all 2/3 of them are 
pegged at
the top. Otherwise, they always overlap in some fashion.

The way it's currently set if they start out not overlapping and then stop
overlapping anytime each one passes the other (this is how I remember it 
anyway).

Rock Band's setup which actually be easier to do, if you want it that way.

Original comment by ryanturcotte@gmail.com on 3 Jan 2009 at 10:48

GoogleCodeExporter commented 9 years ago
I imagine it would be rather easier to do that with 3-player mode, but as I've 
already coded the 2-player version with spacing - and being as that's the way 
RB2 
does it - I figure it's not worth changing.

Original comment by aked...@gmail.com on 3 Jan 2009 at 11:06

GoogleCodeExporter commented 9 years ago
What about adding an . . . Unison bonus, when all players must activate 
overdrive for 
band bonus.. ?

Original comment by kristija...@gmail.com on 5 Jan 2009 at 10:41

GoogleCodeExporter commented 9 years ago
I already told them about unison bonuses, and that is not what they are. If you 
are
referring to the band combined multiplier, I believe it's already implemented,
there's just no graphics for it.

Original comment by MofoMan2...@gmail.com on 6 Jan 2009 at 5:22

GoogleCodeExporter commented 9 years ago
About unison bonuses , i reffered to .. When an overdrive notes section STARTS 
in the 
middle of the screen there is UNISON BONUS, and 3 instrument darken icons (in 
RB2) in 
our case there will be 2 icons. If any of the players gained the overdrive, his 
icon 
lights up, and if all the icons light up they get That unison bonus (2x, 4x, 
6x, 8x) 
[And btw after this the Unison bouns textbox with the icons dissapears] The 
unison 
bonus depends on which player has activated overdrive .. If its one , we have 
2x, if 
the two activate we have 4x , and so on .. That was what i was talking about. 
Remember if one of the players doesn't make the overdrive section (He doesn't 
gain 
overdrive) none of them gain unison bonus. That's that.  

Original comment by kristija...@gmail.com on 6 Jan 2009 at 1:32

GoogleCodeExporter commented 9 years ago
That's not actually the "unison bonus".

The actual "unison bonus" is when all 2 or 3 guitar/drum/bass players have a
starpower sequence at the same time, and if all 2 or 3 of them complete the 
starpower
sequence, they get double the starpower added to their meter (so 1/2 instead of 
1/4).

Unison bonus doesn't have anything to do with that 2x,4x,6x,or 8x multiplier. 
Those
are the regular bonuses for star power activation (instead of your own 
multiplier
doubling). That is already coded correctly.

Youtube video as example : 
http://www.youtube.com/watch?v=MJV7Pf_t8fY&feature=related

The band gets double starpower at about 0:40 when all 3 of the instrument 
players
complete the starpower notes. Then in various turns they activate starpower, 
leading
to an increase in the multiplier icon.

Just to be clear, I'm about 95% sure there is no direct point bonus for unison 
bonuses.

Original comment by ryanturcotte@gmail.com on 6 Jan 2009 at 3:38

GoogleCodeExporter commented 9 years ago
r716 adds unison bonus. Still mildly buggy.

Original comment by aked...@gmail.com on 9 Jan 2009 at 3:45

GoogleCodeExporter commented 9 years ago
r718 should finish this up - as for the failing neck, I made it so that if 
there is 
someone dead, and your rockmeter is below 1/6 it will flash your neck no matter 
what ...because that seems useful to me. I'd like to know when the situation is 
critical, so there. Aim to be better, right? =) I'll leave this open a bit 
longer to 
hear any last comments.

Original comment by aked...@gmail.com on 9 Jan 2009 at 8:16

GoogleCodeExporter commented 9 years ago
I like the flashing neck at some point if your band is that far down the meter, 
even
if you're doing fine (because of failing).

I could of sworn it flashed red if your band got below 1/3, but I can't find 
evidence
in youtube videos.

Great job, I haven't had a chance to play since latest revisions but it's worked
great most of the time.

Original comment by ryanturcotte@gmail.com on 9 Jan 2009 at 8:37

GoogleCodeExporter commented 9 years ago
No. "Failing" neck flashing is based on individual performance alone. This 
should be
an option at the least.

Original comment by MofoMan2...@gmail.com on 9 Jan 2009 at 8:12

GoogleCodeExporter commented 9 years ago
Feel free to code that option in yourself - it's boring work and I rather 
prefer it 
the way I have it. We're not making an emulator, after all. Perhaps make a new 
issue 
with it so it's separate from this.

Original comment by aked...@gmail.com on 9 Jan 2009 at 8:53

GoogleCodeExporter commented 9 years ago
With that shirking of responsibility, I think we can call this one closed. I 
feel 
like with our improvements we may be treading dangerous water if we don't do 
some 
unique and original stuff soon. Just sayin'.

Original comment by aked...@gmail.com on 12 Jan 2009 at 8:48