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 Post subject: Guitar Hero Clone - Proof of Concept
PostPosted: Fri May 25, 2007 8:59 am 
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a gun & a nice word
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Here's something I crapped out in a few hours one night...

Image

It's not in a playable state but the general concept is worked out and it's controlled entirely with a level script. If you'd like to see it first hand and tinker I've made a copy available here...

http://www.megaupload.com/?d=V22ISEUH

Keep in mind that this link will expire in about a month.

There is quite a bit of work needed in order to get it up to par with GH but just to make it playable it needs...

ยท to recognize input from the keyboard, or better yet a joystick/gamepad
. to be able to determine hits/misses

Of course, it needs a HUD, music, ect... but that's all superficial.

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PostPosted: Fri May 25, 2007 1:55 pm 
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Quad Damage!
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is that anus tube! :lol:

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PostPosted: Fri May 25, 2007 2:29 pm 
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interesting. What is it with guitars these days. A guitar simulator is even coming out for DS. :)

I'll play with this after work (getting to work early today!)

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PostPosted: Mon May 28, 2007 6:50 am 
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a gun & a nice word
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Well, despite the lack of interest, I've worked out how to get input from the player recognized and I've updated the corresponding wiki page...

http://www.modwiki.net/wiki/GetButtons_ ... t_event%29

I have yet to implement it into this little side project but I'm pretty sure I'll make an attempt Tuesday when I have the day off.

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PostPosted: Mon May 28, 2007 2:50 pm 
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my bad, i wrote a post but FF crashed on me (pdf problem).

anyway... it might not be a bad idea to do this in Q4. Mostly because Q4 has the sound data in the sound shader files & that can be accessed via the SDK, so you can start a "note" to click every time certain sounds are played.

But that's if you wanted to generate the "notes" dynamic, which might not be a great idea. :)

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PostPosted: Mon May 28, 2007 9:55 pm 
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picked up 100 armour
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You know, the concepts behind this idea could prove useful to a lot of people, and I'm all for a GH2 clone in Doom!

A little question though, could GlovePie accept input from a GH Guitar with correspondance to Doom? That would OWN.

Would love to see this finished, or fleshed out at least.


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PostPosted: Tue May 29, 2007 6:35 am 
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a gun & a nice word
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I haven't spent much time thinking about how I'm going to deal with song data yet.

I'm leaning towards entity declarations at the moment. The idea is that I'd use a long list of key/value pairs labeled something like bar_1, bar_2, ect....

Then each bar would contain something like "16 1235" where the first number signifies which notes should be created (binary notation like the way buttons are handled) and the second number would be the time at which they should be created.

I might just have a go without the time bit and just spawn them at intervals. I'm not sure which route to take yet.

At any rate, I had an interesting idea based on the notion that I'd be storing song data within entities. It might be possible to record song data on the fly through the use of the console command saveentities. It's just a thought at this point though since I haven't implemented button input yet.

EDIT: Hmmm. GlovePie eh? Looks interesting. I'll check this out once i get button input implemented.

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 Post subject: Re: Guitar Hero Clone - Proof of Concept
PostPosted: Tue Aug 14, 2007 2:10 am 
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a gun & a nice word
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Due to request here's a download in it's current state ...

http://www.megaupload.com/?d=W70YNE4K

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 Post subject: Re: Guitar Hero Clone - Proof of Concept
PostPosted: Tue Aug 14, 2007 2:17 am 
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picked up a pistol

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Thank you kind sir :D


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 Post subject: Re: Guitar Hero Clone - Proof of Concept
PostPosted: Mon Oct 06, 2008 11:11 pm 
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We don't like runescape either so your tricks won't work here bot scum!!!


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