augustocorvalan / MeatBeat

A meat and physics based html5 game using processing and MIDI
1 stars 3 forks source link

Update #4

Open kevin-roark opened 11 years ago

kevin-roark commented 11 years ago

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2: Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

tkurthmarsh commented 11 years ago

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 https://github.com/augustocorvalan/MeatBeat/issues/2: Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4.

tkurthmarsh commented 11 years ago

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 https://github.com/augustocorvalan/MeatBeat/issues/2: Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4.

kevin-roark commented 11 years ago

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 https://github.com/augustocorvalan/MeatBeat/issues/2: Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4>.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217410.

tkurthmarsh commented 11 years ago

Ill make a fat one right now. One that makes you feel terrible about your meat beating skills. Shot clock meets game show fail

On Wednesday, February 6, 2013, Kevin Roark wrote:

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 https://github.com/augustocorvalan/MeatBeat/issues/2: Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4>.

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217410>.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217549.

tkurthmarsh commented 11 years ago

I just found 21 samples of farts on my harddrive.... too extreme to randomly pick one every time you fuck up?

On Wed, Feb 6, 2013 at 9:09 PM, Trevor Marshall < trevorkurthmarshall@gmail.com> wrote:

Ill make a fat one right now. One that makes you feel terrible about your meat beating skills. Shot clock meets game show fail

On Wednesday, February 6, 2013, Kevin Roark wrote:

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 https://github.com/augustocorvalan/MeatBeat/issues/2:

Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4>.

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217410>.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217549.

kevin-roark commented 11 years ago

Lol I don't think I'm down with the farts

On Wednesday, February 6, 2013, tkurthmarsh wrote:

I just found 21 samples of farts on my harddrive.... too extreme to randomly pick one every time you fuck up?

On Wed, Feb 6, 2013 at 9:09 PM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>> wrote:

Ill make a fat one right now. One that makes you feel terrible about your meat beating skills. Shot clock meets game show fail

On Wednesday, February 6, 2013, Kevin Roark wrote:

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 https://github.com/augustocorvalan/MeatBeat/issues/2:

Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4>.

— Reply to this email directly or view it on GitHub<

https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217410>.

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217549>.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13218046.

tkurthmarsh commented 11 years ago

yeah i feel that. i have a few ones i'll work up that mostly involve explosions

On Wed, Feb 6, 2013 at 9:28 PM, Kevin Roark notifications@github.comwrote:

Lol I don't think I'm down with the farts

On Wednesday, February 6, 2013, tkurthmarsh wrote:

I just found 21 samples of farts on my harddrive.... too extreme to randomly pick one every time you fuck up?

On Wed, Feb 6, 2013 at 9:09 PM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>> wrote:

Ill make a fat one right now. One that makes you feel terrible about your meat beating skills. Shot clock meets game show fail

On Wednesday, February 6, 2013, Kevin Roark wrote:

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 < https://github.com/augustocorvalan/MeatBeat/issues/2>:

Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4>.

— Reply to this email directly or view it on GitHub<

https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217410>.

— Reply to this email directly or view it on GitHub<

https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217549>.

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13218046>.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13218067.

tkurthmarsh commented 11 years ago

Pushed the fail noise and the outro, both will be converted to ogg eventually

On Wednesday, February 6, 2013, Trevor Marshall wrote:

yeah i feel that. i have a few ones i'll work up that mostly involve explosions

On Wed, Feb 6, 2013 at 9:28 PM, Kevin Roark notifications@github.comwrote:

Lol I don't think I'm down with the farts

On Wednesday, February 6, 2013, tkurthmarsh wrote:

I just found 21 samples of farts on my harddrive.... too extreme to randomly pick one every time you fuck up?

On Wed, Feb 6, 2013 at 9:09 PM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>> wrote:

Ill make a fat one right now. One that makes you feel terrible about your meat beating skills. Shot clock meets game show fail

On Wednesday, February 6, 2013, Kevin Roark wrote:

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs

kevin-roark commented 11 years ago

Dude that score screen is killer! I just pushed an updated version of everything where playing is function based and sound playing is based on timing values rather than pixels

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Pushed the fail noise and the outro, both will be converted to ogg eventually

On Wednesday, February 6, 2013, Trevor Marshall wrote:

yeah i feel that. i have a few ones i'll work up that mostly involve explosions

On Wed, Feb 6, 2013 at 9:28 PM, Kevin Roark <notifications@github.com wrote:

Lol I don't think I'm down with the farts

On Wednesday, February 6, 2013, tkurthmarsh wrote:

I just found 21 samples of farts on my harddrive.... too extreme to randomly pick one every time you fuck up?

On Wed, Feb 6, 2013 at 9:09 PM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>> wrote:

Ill make a fat one right now. One that makes you feel terrible about your meat beating skills. Shot clock meets game show fail

On Wednesday, February 6, 2013, Kevin Roark wrote:

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13220293.

kevin-roark commented 11 years ago

Stoked.

On Wednesday, February 6, 2013, tkurthmarsh wrote:

yeah i feel that. i have a few ones i'll work up that mostly involve explosions

On Wed, Feb 6, 2013 at 9:28 PM, Kevin Roark <notifications@github.com<javascript:_e({}, 'cvml', 'notifications@github.com');>>wrote:

Lol I don't think I'm down with the farts

On Wednesday, February 6, 2013, tkurthmarsh wrote:

I just found 21 samples of farts on my harddrive.... too extreme to randomly pick one every time you fuck up?

On Wed, Feb 6, 2013 at 9:09 PM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');>> wrote:

Ill make a fat one right now. One that makes you feel terrible about your meat beating skills. Shot clock meets game show fail

On Wednesday, February 6, 2013, Kevin Roark wrote:

Yeah I can set that up tonight. Do you have a cool sounding ogg buzz on hand?

On Wednesday, February 6, 2013, tkurthmarsh wrote:

Been brainstorming about how we're triggering audio, let me run something by you all. If we have the audio triggered by the player, we run into the fairly serious problem that most people don't have perfect groove, which means they will be all over the threshold of accepted beats, creating a perceptible discontinuity in rhythm (it's easy to detect even a few milliseconds by ear especially if you're really into the music.)

So instead of triggering the drum tracks, how about we have one flat sound file running throughout and just make a loud buzzer sound whenever someone misses a beat? It'll allow us to widen the threshold of accepted beats (making it a little easier) while still keep the groove. I'm fairly sure this is what guitar hero does.

It will also save me from a lot of technical headaches with exporting certain sounds in a compact way. Also we can still use the audio stuff kevin built to trigger the sound effects of missing and whatever else we decide to add.

Let me know, and let's meat tomorrow night. Let's say 7 for now unless there are objections

On Wed, Feb 6, 2013 at 10:52 AM, Trevor Marshall < trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');> <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com <javascript:_e({}, 'cvml', 'trevorkurthmarshall@gmail.com');>');>');>> wrote:

Yay!

On Wednesday, February 6, 2013, Kevin Roark wrote:

Hey y'all,

So i got distracted today by the meats. Bouncing with beats rhythm now works in game, and i figured out how to make processing read beats array from javascript (aka midi to level works great). Also, playing sounds in rhythm works pretty much like it should, but definitely needs fine-tuning. Good news: our game is really fun (and will be much better once its actually smooth) and really hard.

Good news #2 < https://github.com/augustocorvalan/MeatBeat/issues/2>:

Augusto your new lives thing works well, barely affects frame rate! Bad news: your hill thing is for some reason really expensive; normal frame rate is around 55~60 and drawing hills drops it to around 35. This is of course a playable rate, but I imagine it will drop lower once more things are added, and we don't want to waste precious frames on hills. There has to be a better way to do them. Aaaaand i added feature in gameplay state where if you press q you get to view current frame rate, which is surprisingly useful.

Great workin' with you guys I'm excited!!

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4>.

— Reply to this email directly or view it on GitHub<

https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217410>.

— Reply to this email directly or view it on GitHub<

https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13217549>.

— Reply to this email directly or view it on GitHub<

https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13218046>.

— Reply to this email directly or view it on GitHub< https://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13218067>.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13218085.

kevin-roark commented 11 years ago

Did some major work.. check it out! game now knows how to keep lives and score! and sounds play in rhythm. if you fuck up on a beat the track goes auto-pilot for a little to let you catch up.

tkurthmarsh commented 11 years ago

DUDE SICK! great shit. I added the logo to spritesheets

On Thu, Feb 7, 2013 at 2:51 AM, Kevin Roark notifications@github.comwrote:

Did some major work.. check it out! game now knows how to keep lives and score! and sounds play in rhythm. if you fuck up on a beat the track goes auto-pilot for a little to let you catch up.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13225329.

tkurthmarsh commented 11 years ago

https://soundcloud.com/night-trevors/meat-beat-levels-1-7 my git isnt working, emailing two sound files to augusto to merge

On Thu, Feb 7, 2013 at 12:38 PM, Trevor Marshall < trevorkurthmarshall@gmail.com> wrote:

DUDE SICK! great shit. I added the logo to spritesheets

On Thu, Feb 7, 2013 at 2:51 AM, Kevin Roark notifications@github.comwrote:

Did some major work.. check it out! game now knows how to keep lives and score! and sounds play in rhythm. if you fuck up on a beat the track goes auto-pilot for a little to let you catch up.

— Reply to this email directly or view it on GitHubhttps://github.com/augustocorvalan/MeatBeat/issues/4#issuecomment-13225329.

LandyCandy commented 11 years ago

Mercator Game http://gmaps-samples.googlecode.com/svn/trunk/poly/puzzledrag.html