Sunday, September 10, 2017

RGEE Update #1


RGEE uses image waveforms.
They can really eat up your graphics card texture size limit. So to work around this, i made it so when the width exceeds the limit, it just put the excess right below!
(Something like this)
When i was redoing the waveform generation code, i realized it would't work forever. So now, when it exceeds the texture limit height, it will then just squash it vertically. Retaining time accuracy without much visual loss!
1024x1024 texture for a 2-minute song still looks pretty good!
I don't think a 512x512 graphics card would even get to this point, but you can at least still make out the beats!
There is probably a better system that could be done, but i'm just particularly fond of this!

RGE Engine Story

I figure i might as well start blogging about my projects. I've done so much and plan to do so much that it's probably no good to keep it all secret.
Today i'll share my story on RGE Engine, a rhythm heaven-style game/engine with an editor. You can find it's current progress here: Github Link

This is a project of mine that has been going on for quite a while, and it has many predecessors. One of which is Custom Karate Man, which you can find on my youtube channel!
The Custom Karate Man engine was just programmed for karate man, there was no room for different types of games.

After i got tired of Custom Karate Man, I would try to make a good framework for more rhythm heaven games. First attempt ("Rhythm") was simply a more modular code base, i then realized that wasn't the most clean solution. Second attempt, i tried and succeed at making a new lua sandbox enviroment, in which i started work on cloning Cheer Readers alongside RGEE ("Rhythm 2").

Through both of my attempts, i also added Waveforms, made a neater "Node" system which does not rely on a single-level array, and made a beat-finder that makes it dead easy to add new songs.


That leads us to the RGE Engine, i've been working on and off. And it was always sort of planned to be released eventually but i never shared much about it.

But now, i've been re-inspired to work on it again, and progress is good! That's where i am today.

I would love your feedback and any future rhythm game makers to come check it out! (Still in the middle of revitalizing it though.)