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Such a cool game! The DDR style was unique and challenging. :)

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Thank you for playing it!

I always wanted to make a rhythm game for 14 years and wanted to try it out. I never got a unique idea for it until I started brain storming for the Game Jam. I used to play DDR a lot when I was in highschool, but I never got to reach high levels of gameplay like other people did. But I still enjoyed them to the fullest.


Its awesome to me that you found my game cool! I will continue working on the game outside of Game Jam, so I hope that when I get to release it, you can enjoy it more!

Thank you for your feed back and trying out my game!

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Yeah, I played a LOT of DDR in college. It was always on beginner mode but that didn't matter. I had so much fun.  <3  May I ask how you got the potions to spawn to the beat? I've dabbled with making a simple DDR type game myself and manually putting cues to the beat is EXTREMELY precise and time-consuming. I'm glad to hear you'll keep working on it! You have an excellent prototype to work with. :)

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Thats the point of it all, to enjoy those moments. 

For the potions going to the beat what I did was I made an object class that contains 3 values: BeatTime, Angle, IsLeft.

Since I had no time to create a polished chart system i had to come up with another way.

I added a bool called IsEditMode that I could change on the inspector.

That bool decides 2 things:


if true, it will not spawn the potions and it will record your movements.

Each time I press one of the shoulder buttons, it is added to an array called List<Note> Potions; it parses in the hand that was pressed(IsLeft), its current (Angle) and in the (BeatTime) that it was pressed.

Once I see that I reached the end of the song, then I press X to parse that array to a Json file contained on the Resources Folder.

So basically I moved the hands around and pressed to the rhythm to record where I wanted to spawn the potions.


if false, it will spawn the potions.

At start of song, it plays the BeatsOnCurrentTime with an offset of 4 beats so it has that moment of breather so you don't get the notes on the moment that you enter the room.

The one that gave me a headache was recording those notes, because it was supposed to be 3 songs, but I messed up badly. I accidentally overwrote the first and third song, I didn't notice that I was recording on the first chart so after like 10 minutes of editing, I decided to check what I recorded, the first and third songs where overlapping together.... I was close to deadline so I sadly had to scrap the other 2 and just stayed with the second song which is the one that you can play. 


Currently I am working on data management since for potion academy I didn't know much of how to save and load data. Had to watch a couple of videos to understand it. The only ones I knew of where player prefs but that is for holding progress, not data that you could include to the files.

Once I finish data management, I will create a proper chart editor that you can add and remove on run time. 

Its true about being extremely precise, it takes a lot of time and retries to get it right.

I tried to make a DDR style on Game Maker when I was 15 and it was based on collision. Honestly it was horrible. Lmao

I learned that its based on Beat time, not collision. So you compare your beat time with the notes beat time, and judge how well you did.

You could see that time inside some LUA files of OpenITG.

WindeuHatesYou has some sick visual effects that challenges you.

I recommend it.

I hope that cleared up a little on how I did it. I will be continuing on developing the prototype and hopefully be able to release it as a full game.

And thank you for your encouragement to keep on working on it. Honestly that makes me happy.

Oh wow! That sounds really complex. O_O   I would have no idea how to do that. lol. When I tried making my own DDR game, I wanted it to be really basic and casual. Just tap your finger to the beat. If you look up the song "False God" from Talos Principle, that's the song I was using for my prototype. You'd tap your finger to the piano. 

I do know data management, though. My Brick Breaker game utilizes a simple high score system. It has a save and delete button and when you get a high score, you can type in your name to save that data. If that's the kind of system you want, I can show you the code I used for it.