Hammer-ons and Pull-offs

What would you like to see added or fixed in FOF?
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AnthonyIac
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Postby AnthonyIac » Tue Nov 28, 2006 5:46 pm

It is essential to rocking. Especially to those crazies who have their Guitar Hero controller hooked up. Can we see hammer-ons and pull-offs in future releases? Or is there a way around that at the driver level for the GH controller? Thanks.
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el nini
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Postby el nini » Tue Nov 28, 2006 6:55 pm

Yeah, what he said. All those mental solos would be impossible on a real guitar without them.
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Postby AnthonyIac » Tue Nov 28, 2006 11:15 pm

Haha, I wish I knew how to play real guitar. But after I got the hang of doing them in Guitar Hero, I realized how integral they are to the gameplay.
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Postby Megaqwerty » Sat Dec 02, 2006 9:08 pm

I've not that great at GH and I always play FoF, due to the ease of the system and the custom songs, but I played GH for the first time in a long, long time and I realized that I was doing hammer-on's and pull-off's without thinking about it, which, considering my lack of skill, was pretty amazing.

So, yes, I agree with this. Of course, the whole forums do; there are several threads on this topic already.
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Postby AnthonyIac » Sun Dec 03, 2006 5:35 pm

Yeah, I also noticed I was doing them without thinking after I got a lot of play-time with the game. And I was wondering how my friends were doing so well! After a friend and I played the tutorial, we were like.....oh, so thats it. It made sense.
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Postby Vyl » Fri Dec 15, 2006 1:37 am

Just did some GH2 songs on FoF and yeah, Hammer-ons and Pull-offs MAKE the difference. I would say this feature is way more important than the whammy bar, as this makes some songs just not possible to perfect without.
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Raizer Sabre
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Postby Raizer Sabre » Fri Dec 15, 2006 2:25 am

that may as be, but according to all the other threads on this, its pretty hard to code as the guitar hero games know when to implement hammer ons and pull offs while it's a bit harder to add into the code of fof
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Postby dOb » Fri Dec 15, 2006 12:43 pm

Raizer Sabre wrote:...according to all the other threads on this, its pretty hard to code as the guitar hero games know when to implement hammer ons and pull offs while it's a bit harder to add into the code of fof

Why would it be harder? Notes that hammer-ons and pull-offs can be used on are marked in the midi files in Guitar Hero (and in-game they're marked with black circles), the same could be done with FoF.
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Raizer Sabre
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Postby Raizer Sabre » Fri Dec 15, 2006 3:32 pm

i dunno, i'm not a coder, i'm just repeating whats been said already
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winniez
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Postby winniez » Fri Dec 15, 2006 3:47 pm

stop asking unuseful things and ask for better performance for existing things.

The base of a good coding plan...
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Chaos.Zero
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Postby Chaos.Zero » Fri Dec 15, 2006 10:39 pm

Umm, how are Hammer-ons/Pull offs useless? Have you actually played the real GHI or II? They are essencial! (sp?)
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Postby Vyl » Sat Dec 16, 2006 12:26 am

Man, I didn't post earlier because I've downloaded so many tunes with winniez name on em :/

But yeah I'm not having any kind of lag or performance problems, and hammer-ons/pull-offs really belong before a 1.0 version of a GH clone in my opinion. From a coding point of view I think its nuts they don't store HO/PO with midi in GH, but if it is just an algorithm I don't know why it would be taking so long to develop it.
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Chaos.Zero
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Postby Chaos.Zero » Sat Dec 16, 2006 12:31 pm

I'm no coder, but I think the game runs fine, so there's no reason there shouldn't be HO/POs unless they are hard to program. In that case, good luck.
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Postby WhiteyMcTool » Tue Jan 09, 2007 10:25 pm

/looks at Freebird on Expert
/weeps

These need to be implemented. The repeated runs in some songs, Freebird in particular, are impossible without 'em...
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Postby homerrulz » Wed Jan 10, 2007 1:31 am

Yep... definately needed

(althought I am now getting quite good at the quick strumming) ;)

Anyone had a look at 'we disintegrate - nevermore'..
HO/PO would help with tunes like this
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