Rhythm-based control system

squaresun

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Rhythm-based control system


by Squaresun


Introduction

This plugin helps you to build a rhythm game. In the game, player must move following the beats of BGM. You can define your own events in order to have different actions related to the score of player's input, e.g. player had a "Perfect" score can knockout monsters nearby, or player had a "Miss" score cannot move.


Inspired by: Crypt of the NecroDancer









Warning:

This plugin is composed of several scripts to help you build a rhythm-based game. To build a complete game, you may need to write your own staff by scripting, for example, defining the actions of events, the actions corresponding to the player's input or the events acting with the rhythm.


Features provided
  1. Measures of the user input, arrow keys, with the periodic rhythm, based on the BPM designated.
  2. A simple UI displaying the notes of beats.
  3. Invoking functions while user input, in order to make events acting with beats.
  4. Invoking functions with a sequence of beats defined, following the BPM.



This plugin does not provide
  1. The plugin command interface, which means in order to build your own games, you would need to write your own scripts, such as define the movement of events.

  2. Pause handling, which means the system would be crashed if player pause the game.

  3. Switching input system, which means player should input following the beats, in the whole game.



Quick Start
  1. Import the scripts and pictures provided.

  2. Add the plugins into the game: Judge, StageManager, UIManager

  3. Add a new event as the pictures shown below:







Documentation
PDF


Scripts
https://github.com/squaresun/RhythmBasedControlSystem


Demo

Demo Project (Hero Vs Zombies)
https://github.com/squaresun/HeroVsZombies


Commercial
It's free for all commercial or non-commercial uses. Feel free to use or modify it.
 
Last edited:

sabao

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This is pretty interesting! I was actually looking for a way to have the battle system have rhythm-based mechanics, and while this isn't quite what I was looking for, I'll be playing around with this a bit to see what I can pull off. Wonderful work!
 

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