Rythmic Key Pressing

Started by rodriguez1222, Wed 29/11/2006 07:27:29

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rodriguez1222

Through the great help of the search button and a fewamazing people here, I have weeded my way through the scripting of my first project and am coming to the end of the line.

I went so far as to convert all the tutorials I thought I would ever use, collected from around the forums and the help files.Ã,  I took these, printed them, and bound them in a text book with as much graphic reference as I could muster.Ã,  Yes I bound them, so now I have my very own 'AGS for Dummies' text book :)

Anyway, the final problem I am trying to overcome and I'm not even sure if it's possible is a rhythmic keypress script.

The actual project I'm working on is adult in nature (sorta like the dirtier side of Liesure Suit Larry) so I'll try to give a basic account of what I'm trying to accomplish in another context so as not to offend anyone.

I would like to allow the player to do something sorta like the old school nintendo games...Ã,  press button A in a basic rhythm for x amount of seconds to advance the scene.Ã,  The rhythm gets faster and if the player can't keep up the scene reverts back to its previous state.
I was thinking having to press the arrow keys L, U, D, R in a heartbeat rhythm and as the heartbeat speeds up, the keys have to be pressed faster and the animation on the screen changes accordingly.Ã,  If the player loses the rhythm, the heartbeat slows down and the animation reverts.

I hope I have made sense here....
I have a fair mind on how to accomplish some of this, but I am unsure of the easiest way to go about it.

Any help would be greatly appreciated.

SSH

I think you need to reduce the problem down to its basics. Ultimately, what you need is something that looks for you pressing the next key in sequence within a set period of time. As the game progresses, the period allowed reduces. It's kind of a special case of the classic "Simon" game, except the sequence is always the same, and the period is shorter.

You'd also want some kind of level tracker which decrements every time you fail and increments every time you succeed, then divide the level by, say, 5 to get the number of the animation which you need.

Also, you do realise that making love is more than just the rhythm, eh? ;)
12

rodriguez1222

Thanks, yes Ive broken those elements down, and I think I have devised a workable system to some extent...  I don't think it's the easiest way to do it, but it's functional.

And yes, having been married for over 10 years now 'lovemaking' is about a great deal more than the rythm.  Fortunately, the motion in the ocean and your character's suave is all you'll need in this game.
Besides... the game is about lust, not love...
The game itself takes a more shouvanistic approach to the female gender, sort of a love-em and leave-em, bag as many babes as you can in the time frame....

hehe

Thanks for your help.

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