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2) I agree. My complaint as well. It's just flat.
3) I suggested as well.
Looks like we agree this BYM mode isn't worth it. Though the actual game itself is amazing. My thread on this subject matter: http://steamcommunity.com/app/255370/discussions/0/648817377880156755/
With this implementation, it can take a little work, but the results are (or at least can be) better. Check out Dance Factory for a beat-matching game that lets you import music. Their algorithm is even patented. But all the reviews say it's not good enough. Plus, this way, once the numbers are correctly calculated once, they can be shared and manually input with no extra work.
Yes, songs with tempo changes won't work well, unless it's exactly halved or doubled.
There is definitely response to intensity of the music. It does some normalization/dyamic compression to avoid giant gaps in enemies, but you will see differences, especially at higher difficulty levels, which can have denser enemies and thus more contrast. You'll also notice that the slo-mos are usually associated with changes in the song (e.g., the "drop" in electronic music). Is there room for improvement? Definitely. Audiosurf and Beat Hazard are far less dependent on establishing/matching the beat, since they aren't beat-matching games, and thus have much more freedom in the scripts they can generate.
I agree that it would be nice to have a scripting tool that players can use, along with Workshop support. I think it just comes down to how much it costs to do that. Obviously, if the game sells well, it's a lot easier to justify adding it, whereas if people think the core gameplay is not that great or whatever, then building on top of that vs. putting those resources into making better products will make less sense.
I didn't notice much of one, but I'll play around with some more songs with lots of contrasting bits and see what happens.
PS: There are times when the enemies get intense during the chorus and matched the beat well, but I felt this was just a matter of luck and coincidence.
Hopefully the sequel delivers a full-on BYM mode.
its prob. your song choice tbh.
I've done a few that is high tempo at start , slows in middle , high tempo at end ... & aye , dosnt go to well.
I doubt its explain the 6mins limit on songs ... if it's because of that, just add more select the beat thing when a song ia longer.
What about Audiosurf? It's not perfect, but at least it measures wavelength and amplitude, in DnB songs, the more intense sections in songs such as Showdown by Pendulum, it turns the track red and becomes a lot more fast paced, whereas in the calm areas of the song, the game matches it. Kickbeat could learn a lot from Audiosurf, and it only takes audiosurf a couple seconds to scan it. Audiosurf detects the beats using the data in the song, so it doesn't need to rely on things such as BPM or a static time signature, which is why Audiosurf also works with Dubstep tracks, or erratic time signatures and time signature changes. Again it's not perfect, but it sure as heck seems to work a lot better.
It works in Audiosurf because Audiosurf is a not a beat-matching game. You don't press buttons to the beat of the song in Audiosurf, so it doesn't matter that Audiosurf can't accurately detect beats. In KickBeat, you do press buttons to the beat, so the beat detection has to be exact. It can't just be the "general mood of the song" stuff. It has to START with the beat and then build on that. And that's what KickBeat does. Check out the videos I've posted of BYM stuff. There are more enemies during the more intense parts. And it's perfectly on beat.
I get the copyright issues, but people dont have to upload the songs themselves. If they own the album, they can add the MP3 themselves, and if the one used to make the level is legit it will mesh fine.
Only point you would have CR issues is if people WERE uploading the songs.
Otherwise its just kind of assuming that people are criminals before they've committed the crime, and preventing pepole from growing your game for you.
If its got more to do with making the development of tools for players to make tracks(cost/time/this project has been done for a while), sure I can understand that.
Otherwise, I just really dont buy the whole copyright issue, unless a part of your contract with the licensees you currently have is to not allow this sort of thing to expose said tracks.
If thats the case, fair enough again, but I would be first in line to pick up DLC.
I get the whole beat matching thing prevents algorithms like what Audiosurf has from being viable, but I also feel like if the player were able to give a semi-in-depth model of a song's structure, it wouldn't be too hard to create something for the game to generate a coherent level from that information.
Even if all that were fixed, the fact that there's not even an attempt to match anything up means it's pretty useless.
When you listen to them like that, the songs may be "hideous" (especially if you're a mainstream kinda guy). But within the game itself, they work just fine. Actually, really well.