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(1 edit) (+1)

I've noticed the same thing happen on mission 2 in particular. I think the game gets a whole beat ahead of the music by the end of that mission.

I don't think it's really possible to sync the gameplay and music unless one actually affects the other. For instance, Mother 3 has the music follow the beat patten in-game. I think a more reasonable approach would be to have certain points where the game resets the beat by checking what timestamp it has made it to in the music.

Given this only happens with some tracks, I'd guess it has something to do with the tempo not matching up with the framerate of the game. Unless the BPM evenly divides 3000 (assuming a fixed update rate of 50), you'd need a different delay between each beat. Common tempos that fail this test are:

80, 84, 88, 92, 96, 104, 108, 112, 116, 126, 132, 138, 144

Edit: just checked. The offending song is 120 BPM. I have no idea what the problem is.

(2 edits)

The calculation is based on the advancement in the music, it can literally not be off beat. There's a built in function in game maker that check for the position in a song. I put the beat on every half of a second of advancement in the song (120 BPM) (not actual time, pure advancement of the song as it is played, lag included). So technically speaking, it resets the "check" as you say, every single second. If there is lag and the song slows or speed up for some reasons, it would not change anything and the beat would still line perfectly for the simple reason it's locked to the song itself.

Also I composed every single song apart from the one in level 5.
And they are all 120 BPM since I never touched on the parameter in PTCollab so that it would make things easier for myself.

Once again, that might be a problem with your machine or something. A problem THIS big wouldn't have gone past under my nose, especially since I had a team of 7 play testers who played the game in full on various platforms.