TheName'sDash
Member
Hello, everybody. First time poster here, I apologize if I'm posting this on the wrong board, or something of the sort. I'm gonna try not to make this too complicated.
I'm currently working on a project with rhythm game mechanics similar to the ones found in games like Guitar Hero. (Basically, notes descend from the top of the screen, and you have to press the right key once they reach a bar at the bottom.)
The mechanics themselves work fine, however, my process for charting each song is incredibly tedious. In order to spawn the notes for each song, I simply run a timeline that creates them at the appropriate time. So, basically, I have to look at the sheet music for the song I'm charting, look at the note I want to add, calculate the time between it and the previous note, convert that time to frames, then write the code for it (which thankfully is just calling a script called scr_note_[1-4]). This technically works fine, but it's not very practical, since every song takes hours to chart.
Now, I had an idea quite a while ago that would make this one heck of a lot easier, but I'm not sure how to program it, or if it's even possible with GML, it's just my "dream scenario", I guess.
My idea is as follows: Instead of manually calling each note, I'll simply create a midi-file based on the song, but change all the notes to only four different ones. I'll then import the midi into GMS2, and simply have it interpret these four notes as code. (So, when a note in the midi-sequence plays, it'll call the aforementioned script spawning the notes in-game.)
I'm aware it may be entirely impossible to do this, but I've seen people do crazier things in GMS. And, if it is impossible, does anyone have an idea of a simple way to achieve what I'm trying to achieve?
Any and all help is highly appreciated. Thank you for your time!
I'm currently working on a project with rhythm game mechanics similar to the ones found in games like Guitar Hero. (Basically, notes descend from the top of the screen, and you have to press the right key once they reach a bar at the bottom.)
The mechanics themselves work fine, however, my process for charting each song is incredibly tedious. In order to spawn the notes for each song, I simply run a timeline that creates them at the appropriate time. So, basically, I have to look at the sheet music for the song I'm charting, look at the note I want to add, calculate the time between it and the previous note, convert that time to frames, then write the code for it (which thankfully is just calling a script called scr_note_[1-4]). This technically works fine, but it's not very practical, since every song takes hours to chart.
Now, I had an idea quite a while ago that would make this one heck of a lot easier, but I'm not sure how to program it, or if it's even possible with GML, it's just my "dream scenario", I guess.
My idea is as follows: Instead of manually calling each note, I'll simply create a midi-file based on the song, but change all the notes to only four different ones. I'll then import the midi into GMS2, and simply have it interpret these four notes as code. (So, when a note in the midi-sequence plays, it'll call the aforementioned script spawning the notes in-game.)
I'm aware it may be entirely impossible to do this, but I've seen people do crazier things in GMS. And, if it is impossible, does anyone have an idea of a simple way to achieve what I'm trying to achieve?
Any and all help is highly appreciated. Thank you for your time!