I made like a uh… musket game before… I made sentries fire by making a button (or overlay) that spawns a sentry on one team a few blocks away from a sentry on another team with a gadget to bait it into firing at the target.
Yeah, that’s exactly what you would do for a system like this.
I’m not sure weather placing a barrier over the sentry to open and close line of sight would be better, or just activating and deactivating the sentry over and over.
Alright. I tried testing multiple ways to choose when sentries fire, but the time between when the sentry is able to fire and when it actually does seems almost random. While the shots might actually be set on some kind of interval, I don’t know how we’d be able to get it precise enough to use rythmically.
That’s what I did. I tried both deactivating and activating the sentry that was making the beat, as well as blocking and unblocking line of sight with a barrier. I tried setting the firing speed to several different settings, even tried changing gadgets, but no matter what I did:
You MIGHTTT wanna worry about how much memory this would take. Because as a fellow musician (Flutist) and gimkit coder, I can tell you this would take MASSIVE amounts of energy…
Maybe try with some memory efficient ways?
Trust me, we will save memory when we have the opportunity.
But making the sounds accurate and well-timed takes priority.
The main problem right now is just finding sounds that we’ll be able to trigger on command.
If we rule out gadget sounds, the noises we make are significantly reduced. The only sounds I can think of are triggers activating, lasers (do those make sounds?), and the vending machine.
There aren’t many compatible options in gadget sounds, though. I think someone stated that terrain make noise when you jump on them (platformer), but I’m not sure if that’s true.
will do!
I made a metronome in GKC (which, is difficult when you make it heavily customizable) on where I used the vending machine because it provides multiple sounds, so I don’t think vending machines would be very efficient for one solid click of a noise.
I can confirm that all terrain (I think-- I don’t have the season ticket and I only put down dark scraps, grass, catwalk, and dynamic stone) makes the same ending noise.
I did realize that Gimkit makes a noise when you jump, which could be useful.
I’d describe the sounds as:
(it’s onamonapeia time)
Up (jumping)- fwhuh
Down (landing)- p-tah
Also, uhm…
Little problem I found.
Pressing a button makes a clicking noise, which, while a good contender for a kick (I think) it could interfere with other devices’ noises. It might be better to use a button game overlay, which (I think, again) doesn’t make a noise, but there are only 4 areas they could go. That’s not enough room for all the sounds on a drum set.
I hope this helped with… something
I really wanna see this made, actually–
My friends (and me, probably) would abuse it to no end
:]
For now, we don’t need to worry about the UI. As long as we can find some sounds, we’re good to go. We can worry about that later. But thank you for your help!