basic rhythm game engine (0.2)
0.2 update !!!
- hold notes
- screen flash effect; gateway for future in-line effects
- hold note test levek
 basic rhythm game engine v0.2 (21.9 KB, Wick Editor + Candlestick)
Good progress on the music candlestick build, just trying to figure out how to get howler working to preload the song. Have a working build but performance stutters so hard the song completely unsyncs. Wick editor version will be released alongside it just without the music feature (basic wick editor music is kind of bad). PLEASE CANDLESTICK TEAM ADD M4A SUPPORT
FEATURES:
- Keybind system for keys (currently limited to presets)
- Changeable charts with level select
- BPM-based system
- Hit area detection (perfect hit vs normal hit)
- Custom note types (hazard/hurt notes bundled in)
- Relatively easy chart editor (one array, no fancy timings)
- Counters for score, misses, hits, perfect
- A FEW example levels
- Special note types
- Rigorously tested, no bugs found
FUTURE PLANS
- Music integration (Candlestick exclusive most likely due to expanded music features)
- Expand the accuracy system from just miss/hit/perfect
- High score system
- Better comments idk
- ???
Tutorial for chart editing (can also be found in comments of project)
First, go to the first frame and make a new button under the example ones (or change one of the existing buttons). Go into the Mouseclick script.
There, you’ll see an array; it looks a little bit daunting at first, but it’s simple just hear me out
Change the project.bpm variable to the beats per minute of the song you want to use (look it up if you need to). Every half-beat, one of the notes from the array will spawn.
Let’s say your array was this:
['left', 'right', 'left', 'right']
First half beat: Spawn a left note
Second half beat (full beat): Spawn a right note
Third half beat: Spawn a left note
Fourth half beat (second full beat): Spawn a right note
Things in the array
NORMAL NOTES:
- left
- right
- up
- down
- hazard_l (left hazard note; decreases score if you hit it)
- hazard_r (right hazard note)
- hazard_u (up hazard note)
- hazard_d (down hazard note)
- ghost_l (left ghost note; moves quickly and partially transparent, slows down once close to the end. still in-line with normal notes)
- ghost_r (right ghost note)
- ghost_u (up ghost note)
- ghost_d (down ghost note)
- hold notes (see below)
HOLD NOTES:
- Performance is kind of bad on lower-end hardware but it’s wick editor what do you expect
- hold_l, hold_u, hold_d, hold_r. Standard fare
- Inside the quotes, add a number in parenthesis to signify hold time. Defaults to 4 without it. (e.g. ‘hold_l(12)’ holds the note for 12 beats
IN-LINE EFFECTS:
- block (screen flashes black)
- 0 (nothing happens that half beat)
- more in the future
TIPS
You can also put multiple notes in the same line; e.g.
['downleft', 'hazard_lghost_r']
First line would have both a down and a left note, second line would have both a hazard left and a ghost right note.
You can ALSO add custom objects to the array for effects, custom note types, etc. Just add it in Frame 2’s update script in the directions array, it will clone the object with that name. You can create said object and have it run code when cloned. Make sure to decrement project.cloneCount right before it’s destroyed because the track only ends once the variable is zero, and it increments every time a clone is created.
I feel like i’m releasing to a brick wall lmao
