Button Response Time - Rhythm Minigame
Posted: Thu Oct 20, 2022 6:53 pm
Hello everyone.
More than asking about solving a problem, I wanted to leave on the table a question that appears together with an idea that I had a long time ago.
In my game I have thought about integrating a system that allows you to touch keys to the rhythm of the music, that is, to integrate the dynamics of a rhythm game, especially thinking about Android devices.
The logic of the rhythm game is almost fully developed, except for a fairly specific issue that involves the screens. We all know that the basis of a rhythm game is the precision of reaction, both by the player and by the game itself, and that is exactly what I wanted to get to.
I have noticed that, basically, textbuttons, imagebuttons and buttons consider 3 important events: the idle event, the hover event and the activate event (this last one, of high importance for what I want to do).
Remember that above I said that precision is the basis of a rhythm game? I noticed that in the "idle-hover-activate" sequence of events it takes a fraction of the time to execute the button action.
The sequence would be something like this:
This situation can ruin the gaming experience on mobile phones, because of course, on PC you can use the keyboard to play the notes, but the behavior on touch devices such as mobile phones is different since apparently Ren'Py listens to the entire sequence to just execute the action (in this case, count the note pressed).
Is there a way to ignore "idle-hover" events and only consider the "activate" event to avoid the delay, in Ren'Py buttons?
That would be the only thing that makes it difficult for me to implement a rhythm action minigame. I appreciate the time you took to read this =D
More than asking about solving a problem, I wanted to leave on the table a question that appears together with an idea that I had a long time ago.
In my game I have thought about integrating a system that allows you to touch keys to the rhythm of the music, that is, to integrate the dynamics of a rhythm game, especially thinking about Android devices.
The logic of the rhythm game is almost fully developed, except for a fairly specific issue that involves the screens. We all know that the basis of a rhythm game is the precision of reaction, both by the player and by the game itself, and that is exactly what I wanted to get to.
I have noticed that, basically, textbuttons, imagebuttons and buttons consider 3 important events: the idle event, the hover event and the activate event (this last one, of high importance for what I want to do).
Remember that above I said that precision is the basis of a rhythm game? I noticed that in the "idle-hover-activate" sequence of events it takes a fraction of the time to execute the button action.
The sequence would be something like this:
Code: Select all
[Touch button]
|
|---> idle event (by default)
Delay: X ms |---> hover event
|---> activate event (hit note)
|
[Release finger]
Is there a way to ignore "idle-hover" events and only consider the "activate" event to avoid the delay, in Ren'Py buttons?
That would be the only thing that makes it difficult for me to implement a rhythm action minigame. I appreciate the time you took to read this =D