Heyguys :D.
I got the game guitar hero the other day which is surprisingly fun for how simple it is so Iv started to make a remake of it, so far there are no sounds Ive made a simple note chart that you can play, I need a fire texture for when you play the correct note but I can find one, ill put some pics and the blend file below, please c&c its a WIP
Cheers :D.
Hey Guys :D.
Lilgrudgeboy: lol I dont think Ive seen a music game ether lol, yea I got guitar hero for the 360 ae its pretty cool.
Juggler: huh Iv never seen that before, looks pretty cool. Well Im gona try and make 1 song, if any one has any Ideas for a song just say, the shorter it is, is probably better.
I just want to have a go at something different you know, all the games around seem to be fantasy/ medievil fighting rpg kinda games.
Cheers :D.
also if anyone knows of where I can find a good fire texture, id be greatful
The Guitar Hero: Warriors of Rock demo has been out for a little while now. I just got around to playing it last night though. Dude, it's weird. I knew they were taking on more of a story aspect this time around, but the way the "Quest" mode is built, I couldn't help but get kind of a Castle Crashers or general adventure game vibe off of it. Not in the way the game plays obviously, but the way progression is set up. Basically you play a song and based on performance, you will earn a certain amount of stars(I think they're called Power Stars?). It's not like Rock Band stars though. There seems to be a meter in the lower right corner of the screen that is building up and giving you stars as you play, similar to an experience meter(That does sound the same as Rock Band, but it's not). At the same time, there's some kind of separate meter on the combo multiplier meter that seems to constantly be increasing, which does something to affect your total number of earned stars. After you earn enough stars, you get to advance a space on a world map, which is what made me think of Castle Crashers. It's all a bit complicated and I'm probably doing a poor job of describing it. The point is that this game doesn't just feel like Guitar Hero, but with cut scenes. It almost feels like a classic RPG, and it--at least from my limited time playing it--seems kinda neat.
I can't not pay attention to a game that features so much music by Rush, so I'm in on this one regardless :P The character transformations do have an affect on game play, just check that picture you posted. Johnny Napalm in his warrior mode keeps a minimum 2x multiplier as well as some other bonuses.
I am glad that they decided to try something different with the story mode and character transformations. If nothing else it gives them more of a "video gamey" feel and sets them apart a bit more from Rock Band.
And having tons of Rush music never hurt anyone :D
Tried it, deleted it.
For me, all that ridiculous story stuff is just in the way and tieing it to gameplay mechanics makes no sense really. It's like "ok, at this point in the story I get more points because of the 2x multiplier.... great, I guess... whatever". What's the point in this? Do score achieved that way actually matter to someone? I mean even when playing by yourself you know that a particular score is that high because of the story mechanics.
And as for the presentation: maybe it'll appeal more to younger gamers... I don't know. I vastly prefer the less convoluted style of RB.
It was crazy insane. The weird thing to me is the endlessness of the MORE POINTS rush that guitar hero has had recently. 11x multipliers in GH5 let you get 88x your points, because it was an 11x band multiplier, while everyone was at 8x anyways. Or something like that, my math might be off, as I didn't play for score much (and have never gotten a group to do the 11x).
GH6 is giving out stars like they are candy. Hey, Johnny gets multiplier faster! And he gets more stars for keeping his multiplier up! Look at all the points! He can't even drop below 2x!
It seems like they gave up on making the game interesting once they saw what RB3 was doing this year. I don't know what they gain from having thousands of stars or billions of points, but maybe they are targeting the "Dude, check out how many points I have on this song" answered with "Whoa, my best in Rock Band was only like, 1 million points, and that was with all four of us" audience.
At that, I only like 2 songs in that game enough to have interest in getting the game eventually. GH6, I will only buy you when you are stupid cheap. Sorry.
I enjoyed the demo. I like the fact that they aren't going to do the setlist like in 5 where it was totally diverse and instead made it more hard rock oriented. At least it's more focused. I wanna see how the Rush songs in the full game make the quest mode make sense?
I personally think going the "story" route was the only way the new Guitar Hero could have gone. It can't stack up to Rock Band at its own game anymore, so it needed to change or die. Whether this was the right route... it's debatable.
All I know is that this game has a lot of Rush music, and that alone is making me consider it.
I know I'm a little late here but I'll just say I wasn't really that impressed with the demo.
I found most of the game boring and the sad part too is that I enjoyed the Foo Fighters' song more than I enjoyed Black Sabbath's (in reality, I like the Black Sabbath song more too but the charting is horrible).
I just hope 2112 comes out on Rock Band 3 DLC. Rush should get a 2nd album on the Rock Band Music Store. Megadeth, Judas Priest, Pearl Jam, and No Doubt already have.
The main draw of the retail demo is that it contains an additional 21 in-development charts in the files, one of which doesn't appear in the final game. Many have major differences from their counterparts in the final game, whether that be note charting for any of the four difficulties, stage and lighting events, practice mode sections, or outright differences in the game audio itself (such as the cover of "Killing in the Name" having an entirely different singer).
The charts here are featured in the order of the demo's setlist, which is generally very random. The first ten appear properly in the demo and are the most complete of the bunch. Three bonus tracks appear at the tail end of the list: Drist's "Arterial Black", Anarchy Club's "Collide", and "Trogdor", as featured in the Homestar Runner cartoon. The rest of the list (Guitar Hero II features 40 main songs in all) is padded out by numbered duplicates using other songs' charts and audio, though with the singer set not to appear on stage for some reason.
Song sections are different. Each chorus is one section, whereas in the final game, each chorus is two separate sections. The shorthand names for the sections are different in almost all of the songs on the demo. These shorthands are switched out with their full names at runtime (as seen in the locale.dtb file) so reconciling and simplifying shorthand section names cuts down on the amount of strings needed in that file.
Very close to final, though exhibiting a strange authoring quirk also seen in the earlier OPM demo where some charts' sustains last a single MIDI tick (Guitar Hero II uses MIDI files for its note charts) longer, causing them to give more points than the same sustains in the final game.
Venue lighting events are different than in the final game. Most of the [lighting (blackout)] events seen in the verses are instead [lighting (color1)] events in the demo. Sections are switched around and named differently as well.
The path is marginally different, and some sustains again exhibit the tick quirk. The Medium chart has been rebalanced in the final to require less strumming. Sections are different, such as the outro section instead being named end_wankery. The singleplayer guitar part is missing a few [play] events during the verses and especially the dubbed bridge which was absent in the earlier OPM version of the chart.
Identical to the earlier OPM version of the chart, down to the chords on Easy and the sustain tick quirk. Only the Expert chart is close to being final. Lighting is overall simplified in the final, with more [lighting (flare)] and [lighting (blackout)] events towards the end, but fewer of them in the choruses. Section names are different.
More elaborate lighting and more sections appear in the final chart, but notes are final. Like the earlier OPM demo, the BPM stays consistent throughout the outro in the demo and drops in the final chart, requiring the final descending notes to be strummed.
The final chart has the Medium difficulty for both the guitar and bass tracks rebalanced to be easier to play. Lighting cues are more elaborate in the final, such as the additional [lighting (color1)] events seen in the intro. Sections are also different.
The guitar part on Medium difficulty features 16th notes in the verses, like on Hard and Expert. The final chart pulls everything back to strong 8th notes. Some minor differences in the Expert chart also exist. Each verse is one section in the demo, while two in the final.
The intro riff begins on a green-red chord in the final, while it's green-yellow chords throughout in the demo. The prechorus riff, rather than alternating chords and single notes, is all chords in the demo. Section names are different, and lighting events are much simpler than in the final game. The maniacal laughter at the beginning of the song does not reappear at the end in the demo due to the song ending a measure sooner.
Notes are final, but chart exhibits the sustain tick quirk. No handmapping data exists for either the singleplayer, lead, or rhythm charts, causing the guitarist's hand to remain stationary on the neck. No lighting cues at all in the demo chart, and the sections are named a bit differently.
This is the first song on the disc to not have separate practice mode audio (which are encoded at a lower sample rate and have less high-end). While the song still works in practice mode, the slowed-down guitar audio is noticeably harsher as a result. All songs described from here on out are missing separate practice mode audio files.
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