The Map runs quicte Simply, waves of enemies are spawned, and you must stop them before they reach the end. Although, this one is quite different.. You see, there will be a series of songs. and the Notes spawn depending on the Music. you all must work together to stop this onslaught of Music!!
The Notes
There are 3 different types of notes.
Bass Notes
Primary Notes
Secondary Notes
Although, each note will have an extremely small health pool, but will change in size depending on the pitch of the Note. I have an image below showing the actual layout of the map.
Red = Secondary Notes
Pink = Primary Notes
Blue + Green = Bass Notes
They must not reach the end. (Yellow)
Extra Info
If this is ever created, It would be a series of maybe 10 Songs, or how many i can fit within the size limit of the map. and i would hopefully release more maps with different songs, and Harder challenges :D
The songs themselves will be Dance Songs, or electronic.. Club music, because they can be alot easier to create then Rock or Metal. But hey, maybe i might think about it.
Feedback
Please tell me what you think guys! And if people like it, i may need some helpers Lol.
Everyone has been wanting a different TD, maybe this is it!
I've always respected musical masterminds who can actually make sense of our system of notes, because I can't for the life of me. It sounds like something that'd be fun to play, though you might want to incorporate this music into the game a little bit more - right now it just seems like flavour, it would be fun if you could for example do more damage against a specific note if you attack them with towers that deal 'note' damage that fits in the chord. I.E. if you're playing (literally) in a song set in G, towers with 'G' damage would have their damage increased against the other notes in the G chord. Or something like that - I said I had no idea how that system works.
Also, it needs an ignored drummer somewhere off in a corner playing no significant role.
Unforunatley with it being Dance Music, it would be hard to do it in Keys. But i like the Idea of like, certain towers are good against certain Notes. Unless i could so something like:
Bass Tower
Mid-Tone Tower
High-Tone Tower
Low-Tone Tower
Percussion Tower
Or something... But it would require more Data Editing, and my Data Skills are Zilch.
Would be sick if someone could try making something like Tap Tap Revenge but as a TD. Not sure if you could synchronize the music to the TD though so it spawns on kicks etc (prob work best with techno honestly) but that would be interesting.
Yeah well, that was how i was going to trigger it. i have Audacity, and it shows me the exact seconds, and i can zoom in to pin point when each part of the song happens. i was also going to make the map quite dark, so that everything glows and explodes like a nightclub.
That's pretty cool... But the main thing im having trouble with is the timing, and the length of time it will take to trigger every Note.. Unless there is some way to create something that can read when each beat happens?.... Or a sort of Algorith perhaps..
Looks like the Symphonic Tower Defense from newgrounds is already similar to what you'd be doing here.
Before you really began making this game, you'd need to do some proof of concept testing. I have done some small work on my map with syncing game events to music notes. At first i tried having waits between notes, but it's very inconsistent. The best solution I found was to have a function that starts its own thread and takes a wait time as the input. In this example, I have the camera shake at certain music notes. When I start the sound track, I invoke every thread at once, specifying the wait time for each thread call. I'm only shaking the camera in sync with 12 beats of the music, so I have 12 threads running at once (and obviously they die off when the wait time is complete). This has worked best, but even with this solution it's often not 100% in sync with the musical beats. Plus, you have to be aware of the limit of 255 (i think) triggers running at once. I wouldn't go over more than 100 trigger threads at once just to be safe, so you would need to play the songs in sets of 100 notes at a time. Play around 100 notes, wait X seconds, play the next set of notes.
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Music TD
General Gameplay
The Map runs quicte Simply, waves of enemies are spawned, and you must stop them before they reach the end. Although, this one is quite different.. You see, there will be a series of songs. and the Notes spawn depending on the Music. you all must work together to stop this onslaught of Music!!
The Notes
There are 3 different types of notes.
Although, each note will have an extremely small health pool, but will change in size depending on the pitch of the Note. I have an image below showing the actual layout of the map.
They must not reach the end. (Yellow)
Extra Info
If this is ever created, It would be a series of maybe 10 Songs, or how many i can fit within the size limit of the map. and i would hopefully release more maps with different songs, and Harder challenges :D
The songs themselves will be Dance Songs, or electronic.. Club music, because they can be alot easier to create then Rock or Metal. But hey, maybe i might think about it.
Feedback
Please tell me what you think guys! And if people like it, i may need some helpers Lol.
Everyone has been wanting a different TD, maybe this is it!
I've always respected musical masterminds who can actually make sense of our system of notes, because I can't for the life of me. It sounds like something that'd be fun to play, though you might want to incorporate this music into the game a little bit more - right now it just seems like flavour, it would be fun if you could for example do more damage against a specific note if you attack them with towers that deal 'note' damage that fits in the chord. I.E. if you're playing (literally) in a song set in G, towers with 'G' damage would have their damage increased against the other notes in the G chord. Or something like that - I said I had no idea how that system works.
Also, it needs an ignored drummer somewhere off in a corner playing no significant role.
Unforunatley with it being Dance Music, it would be hard to do it in Keys. But i like the Idea of like, certain towers are good against certain Notes. Unless i could so something like:
Or something... But it would require more Data Editing, and my Data Skills are Zilch.
Fair enough.
I did move your thread for you btw, since it's... yeah, a map suggestion.
Ah okay.. Cheers Moza.
@Pshyched: Go
Would be sick if someone could try making something like Tap Tap Revenge but as a TD. Not sure if you could synchronize the music to the TD though so it spawns on kicks etc (prob work best with techno honestly) but that would be interesting.
Yeah well, that was how i was going to trigger it. i have Audacity, and it shows me the exact seconds, and i can zoom in to pin point when each part of the song happens. i was also going to make the map quite dark, so that everything glows and explodes like a nightclub.
I uploaded a test video due to Youtube Cuts the music in and out randomly, take a look guys at a small spawn test.
Can this be any help ? Or any inspiration ?
http://armorgames.com/play/12223/symphonic-tower-defense
That's pretty cool... But the main thing im having trouble with is the timing, and the length of time it will take to trigger every Note.. Unless there is some way to create something that can read when each beat happens?.... Or a sort of Algorith perhaps..
Looks like the Symphonic Tower Defense from newgrounds is already similar to what you'd be doing here.
Before you really began making this game, you'd need to do some proof of concept testing. I have done some small work on my map with syncing game events to music notes. At first i tried having waits between notes, but it's very inconsistent. The best solution I found was to have a function that starts its own thread and takes a wait time as the input. In this example, I have the camera shake at certain music notes. When I start the sound track, I invoke every thread at once, specifying the wait time for each thread call. I'm only shaking the camera in sync with 12 beats of the music, so I have 12 threads running at once (and obviously they die off when the wait time is complete). This has worked best, but even with this solution it's often not 100% in sync with the musical beats. Plus, you have to be aware of the limit of 255 (i think) triggers running at once. I wouldn't go over more than 100 trigger threads at once just to be safe, so you would need to play the songs in sets of 100 notes at a time. Play around 100 notes, wait X seconds, play the next set of notes.