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(+1)

This is a solid game jam submission. Amazing job. How did you synch the notes with the song speed and everything?

(1 edit)

Right, the way I did that was I first transcribed the midi data in Ardour using a combination of the sheet music and the waveform of the Vox vocal. Then I used a python script (included in the .love) to record the midi data (since Ardour didn't want to export it with BPM information) to a CSV of midi note values, start, and end times in seconds. Then I converted that to a lua table I could import in Love2D. Syncing it, I start a timer at the same time I start playing the music, and I subtract the timer value from the start and end times. When rendering, I have a pixels_per_second conversion factor, which I also use for collision detection and culling notes off-screen.

If you want to look at the code, everything's in the .love, which is basically a zip file of all the code and assets and whatnot that can be read by the love2d interpreter.

(+1)

I think I managed 1429 because the game closed after some time, after the song finished. Not sure if it was a crash because I was violently playing around with the shifted pippa vocals. I think I could've held down the mouse button the whole time since there didn't seem to be a penalty for missing. Good job overall!

(+1)

Yeah, no penalty for missing notes. Definitely not something I wanted to fit in there, but ran out of time... Same for the score end screen always crashing.

There's a lot more I would have liked to do with this, but I was pretty dang pressed for time trying to do the whole thing on Sunday, since my work week overlapped with the first 3 days of the jam. And then I spent a good half of the time I had left transcribing the midi from the sheet music...

I really appreciate you having a go at it! Thanks for checking it out! :D