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Update music_timeline branch to latest changes

Open fentras opened this issue 2 years ago • 3 comments

Updates https://github.com/vittorioromeo/SSVOpenHexagon/pull/346 and https://github.com/vittorioromeo/SSVOpenHexagon/issues/335.

This is an updated version of music_timeline branch that has been merged with develop branch (latest commit https://github.com/vittorioromeo/SSVOpenHexagon/commit/7f7d1665fd82dd92ead9c29109d2c3810271d601). I've also added an example level to showcase the new functions.

While building and reviewing the pull request I have made some observations:

  • When building you will get __builtin_memcpy(__s1, __s2, __n) warnings but they don't break the build process.
  • If you set a_evalTo or (a_evalToMs) to zero seconds it will work only at the start of the level and will not repeat once the music loops back at the start. Having a_evalToMs(10) makes it work sometimes but not every time. Having anything above a second will work every time. I assume it is related to the global timeline which manages to skip evaluation (a_evalTo and a_evalToMs) methods with times close to zero at the start.
  • e_messageAdd* seems to have a random delay from zero to 20 milliseconds before showing the message but I assume it's just tied to the screen refresh rate.
  • If you put a singe song in the pack it will be used for every level even if you explicitly state to use a different one in a level's .json, but that doesn't seem to be related to music_timeline branch.

In general this is a very nice addition and will help introduce more music-focused levels.

https://user-images.githubusercontent.com/26721650/196008984-b58e49f7-2876-41df-a39f-be8bbade1078.mp4

fentras avatar Oct 15 '22 22:10 fentras

I completely forgot about https://github.com/vittorioromeo/SSVOpenHexagon/pull/346#issuecomment-852674353. Making it a draft for now.

fentras avatar Oct 17 '22 23:10 fentras

actually wait, look: https://github.com/vittorioromeo/SSVOpenHexagon/pull/346/commits/6a30c61a21c3154259b3267ec7133a36fbddf373 tho im not sure if this is a good way to do it, since it'd imo make more sense to just have the segment be randomly selected based on the seed instead of saving the segment itself.

Bauumm avatar Oct 18 '22 18:10 Bauumm

have the segment be randomly selected based on the seed

That seems like a good idea! I'll update it soon.

fentras avatar Oct 18 '22 19:10 fentras