Whammy Bar = Mouse?

What would you like to see added or fixed in FOF?
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Scutch-Nukem
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Postby Scutch-Nukem » Sun Jul 29, 2007 11:09 pm

kpChadR08 wrote:Then how did Guitar Hero do it?
If guitar hero can do it, So can Frets on Fire!!!

XFD

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grensley
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Postby grensley » Sun Jul 29, 2007 11:28 pm

this topic is very sad.

I do like sketchman's idea. is that possible in python?
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Postby Lim-Dul » Mon Aug 06, 2007 5:41 pm

OK - sound issues and analog controller issues aside - I've got the feeling that some people dismiss the whammy bar because it'd alter the score or something... I don't want the whammy bar to alter the score - I want it do do SOMETHING - even if it's only pretty lights on the screen or a wobbly note-tail.

Besides - after someone has figured out how to make the whammy bar work in FoF we can start discussing what we want to do with it - let's not put the cart before the horse, some people are giving arguments as if the MAIN issues of the whammy bar implementation (that is sound and analog input) had been long overcome and we were only discussing its effect on the gameplay...
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Postby SketchMan3 » Fri Aug 24, 2007 12:55 pm

I'm still in support of a whammy bar that pans the balance of the audio. Doing that would actually feel like a real whammy effect (I've done it before in songs).

Anyway, a thought just occured to me:

Why does it matter that the whammy bar affects the score? If everybody has a whammy bar, then everbody has an opportunity to out whammy the other. If you have the top score in a song without whammy, then somebody beats your score by using the whammy bar/button, simply play the song again and out whammy him.
I mean, honestly, that's like saying sustained notes shouldn't increase the score the longer you hold them. Did you know that the later you release one note to play the next one, the higher your score will be?


That's just my thoughts.
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Postby kpChadR08 » Fri Aug 24, 2007 12:58 pm

uh, yeah.
*closed*
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