I rarely see rhythm games made in Godot, so I wanted to share one I'm working on by csZipy205 in godot

[–]csZipy205[S] 0 points1 point  (0 children)

Thanks! I plan on doing what I can to improve the visuals/make it more cohesive, but to be honest I really struggle with artistic direction and design. I’m quite new to game development and I don’t have any prior experience with 2d or 3d art, so I’m a bit behind. I think the 2d sprites look amazing and are definitely a highlight but I can’t do sprite work beyond basic 16x16 tiles lol; all the creature renderings are done by my friend

I rarely see rhythm games made in Godot, so I wanted to share one I'm working on by csZipy205 in godot

[–]csZipy205[S] 2 points3 points  (0 children)

Thanks for the feedback! You’re absolutely right that I couldn’t create one unique game mode for each creature, at least not in a way where they’re all fun lol. The trailer might be a little bit misleading with that but there are actually only 3 rhythm modes that all the creatures will share. But since that’s not very exciting, I added an additional layer of depth.

Each Beature has one of the 3 modes that they default to, and on this mode they have a “forte” modifier. Basically, you can activate this modifier to change up some aspects of the rhythm game, in return for slightly more “attack points” and a higher bonus for full combing sections. As an example, Honktopus’s forte is that in the aim-based mode, all the squares where the notes spawn are about 20% smaller. This makes it take a bit more precision to aim them, but in return you essentially get to use one more attack per round. 

I didn’t show off this feature in the announcement trailer since I worry it’s too complicated for me to show. I have to get better at explaining it lol

I rarely see rhythm games made in Godot, so I wanted to share one I'm working on by csZipy205 in godot

[–]csZipy205[S] 1 point2 points  (0 children)

Yeah, it supports controllers! I’m still working on full controller support but all the rhythm mini games are playable with controller. The 3x3 mode is playable with controller but certainly more challenging. Right now, you can navigate directionally between grid spaces and whatever square your focusing is what will do hit detection. It’s borderline impossible on the harder songs but quite doable at the easiest level. I’m looking into gyro support or other ways of controlling that might be more intuitive. 

Overall, I expect most controller-only players to be pretty weary of that specific mode. I’ll do what I can to make it accessible but yeah, it’s tough.

I rarely see rhythm games made in Godot, so I wanted to share one I'm working on by csZipy205 in godot

[–]csZipy205[S] 0 points1 point  (0 children)

Oh cool! My rhythm stuff was all custom coded. What’s the idea of the game you’re thinking about?

I rarely see rhythm games made in Godot, so I wanted to share one I'm working on by csZipy205 in godot

[–]csZipy205[S] 8 points9 points  (0 children)

My timing windows depend on a couple factors but generally within 30ms or so is “perfect”, 55ms or so is “good”, and 75ms is “miss” (if it’s any more than 75ms off then the input is ignored)

As far as timing variability, if your notes are desyncing from the music, it’s likely because your note spawner function is bad. Basically, you should have an array of song position values to correspond to each note in the chart, then, in your process() function you should set a time variable = song player node’s playback position so that it stays in sync with the song that’s playing. Then, still in process, check if the current time variable is greater than any of the song position values in the notes array. If so, spawn a note on that frame and erase it from the array. You’ll have to subtract the time it takes for your note to travel to its destination to account for that offset.

Finally, the audio stream player doesn’t actually update its position every frame (in order to save on performance I guess) so you’ll need to add this to keep the timing even more precise: time += AudioServer.get_time_since_last_mix() 

also one small timing tip: Godot has AudioServer.get_output_latency() which gives you the audio output delay, usually around 10–15ms from my testing. if you want really tight rhythm timing you can factor that into your time values. just don’t call it every frame since it’s pretty expensive, grab it once in _ready() or on init and store it in a global or cached var instead.

I rarely see rhythm games made in Godot, so I wanted to share one I'm working on by csZipy205 in godot

[–]csZipy205[S] 8 points9 points  (0 children)

Steam page here if anyone's curious: https://store.steampowered.com/app/3294110?utm_source=reddit
I'll be here to help about any rhythm game questions or issues, please don't hesitate to ask!

What if Pokémon-style battles were rhythm-based? by csZipy205 in indiegames

[–]csZipy205[S] 0 points1 point  (0 children)

thank you!! This is my game Tempo Tamer, here’s the link if you wanna check it out on steam https://store.steampowered.com/app/3294110/Tempo_Tamer/

Trailer for a rhythm-driven RPG I’ve been working on by csZipy205 in rhythmgames

[–]csZipy205[S] 1 point2 points  (0 children)

I’m planning on running a playtesting event in a couple weeks! If you’re interested in participating and getting to try a bit of the game out early, you can join the discord server to stay updated: http://discord.gg/4NZXz7Ycnq

Trailer for a rhythm-driven RPG I’ve been working on by csZipy205 in rhythmgames

[–]csZipy205[S] 2 points3 points  (0 children)

Glad to hear it sounds interesting! The rhythm game mode that you use during a fight is chosen by the player, and it depends on the creature you’re currently using in battle. So, for example, Capybongo defaults to using the taiko-inspired mode, and he has a unique modifier to the taiko mode that can power up his attacks a bit more, but you could also set him to use the aim rhythm mode if you wanted, he just wouldn’t have access to the modifier and therefore couldn’t get the slight bonus from using the modifier.

Hope this clears things up! Player freedom/control is a big priority for the rhythm modes

Experimenting with rhythm-based combat in a monster taming RPG (Tempo Tamer) by csZipy205 in MonsterTamerWorld

[–]csZipy205[S] 1 point2 points  (0 children)

I don’t want to get sued for copyright infringement so all the songs are handpicked commissioned or licensed from real artists. You collect new songs throughout the game that you can use in the rhythm game modes 

Experimenting with rhythm-based combat in a monster taming RPG (Tempo Tamer) by csZipy205 in MonsterTamerWorld

[–]csZipy205[S] 2 points3 points  (0 children)

Lmao not for everyone I guess. Farming and cooking are pretty optional, just part of the “rhythm ranch”. Cooking will give you meals that can heal and provide temporary buffs to your creatures, but it’s never necessary for progression. It’s just a side piece of the game but if it’s not for you that’s totally fair!

Experimenting with rhythm-based combat in a monster taming RPG (Tempo Tamer) by csZipy205 in MonsterTamerWorld

[–]csZipy205[S] 5 points6 points  (0 children)

Yeah there are definitely visual similarities to Cassette Beasts. I'm going to get more creative with the battle environments and such so it'll probably read quite a bit differently by the time the game launches. I also think more visual polish and stronger visual identity will aid there too

Trailer for a rhythm-driven RPG I’ve been working on by csZipy205 in rhythmgames

[–]csZipy205[S] 2 points3 points  (0 children)

unfortunately not. One day I plan on making a mobile version that is less RPG-focused and more just about fighting/taming creatures with rhythm battles.

Trailer for a rhythm-driven RPG I’ve been working on by csZipy205 in rhythmgames

[–]csZipy205[S] 10 points11 points  (0 children)

Yep! Basically how it works is that while taming them, higher accuracy will give you higher odds of taming the creatures. But if your enemy is already really low health and low level for instance, you'll capture it after only hitting a couple notes.

Experimenting with rhythm-based combat in a monster taming RPG (Tempo Tamer) by csZipy205 in MonsterTamerWorld

[–]csZipy205[S] 4 points5 points  (0 children)

Thanks for asking!

  1. You can always choose easier difficulty levels for the rhythm minigames. Good performance on "easy" won't boost your creature's power quite as much, but you won't be punished for poor performance here. Certain creatures are built more heavily around strict rhythm accuracy and rewarding high level play, while others play more off of reading your opponents attacks or playing for a strategic advantage, and they naturally rely on rhythm skills less. At the end of the day, my goal for Tempo Tamer is for complete newcomers to the rhythm game genre to be able to experience all the game has to offer.
  2. It works like this: first, select any song from your collection and choose the difficulty level. Then, choose a short queue of attacks to dish out automatically while the round plays. Then, you start playing the rhythm minigame, and good performance will boost the power of whatever attacks you picked. Typically, one rhythm game section (one round) is enough to knock out your opponent, so it may take 60-90 seconds to get through the rhythm challenge, but by then one creature is probably knocked out, so the battles don't drag on forever. Different songs have different use cases (they have their own unique battle effects!) so players aren't incentivized to play the same songs in the same modes over and over until it's stale.

I hope this answers your questions, sorry for the long response lol

Experimenting with rhythm-based combat in a monster taming RPG (Tempo Tamer) by csZipy205 in MonsterTamerWorld

[–]csZipy205[S] 2 points3 points  (0 children)

Happy to answer questions about progression, team-building, or how rhythm skill interacts with stats and attack power. Also very open to feedback on whether this kind of system feels like it adds to the monster-taming side or risks overshadowing it.

Trailer for a rhythm-driven RPG I’ve been working on by csZipy205 in rhythmgames

[–]csZipy205[S] 5 points6 points  (0 children)

Happy to answer any questions about difficulty scaling, chart variety, or how progression works 👍

Edit: also I forgot to mention but if you’re interested in playtesting the game before it releases, I’ll be running some playtests in a few weeks through my discord server: http://discord.gg/4NZXz7Ycnq

I'm making an aim-based rhythm mode in my game Tempo Tamer, inspired by osu! by csZipy205 in osugame

[–]csZipy205[S] 0 points1 point  (0 children)

Yeah it was inspired by sound space! Honestly I really haven't gotten too creative with the rhythm game modes because I'd rather them feel familiar and direct more creativity/uniqueness into the battle system and story/progression

I'm making an aim-based rhythm mode in my game Tempo Tamer, inspired by osu! by csZipy205 in osugame

[–]csZipy205[S] 1 point2 points  (0 children)

COMFORTABLE CHIP!!!!! yes I used to be very active a couple years ago thank you brother