Re: Tunes for the Results-Screen

Posted:
12 Dec 2015, 04:08
by benau
It will be possible after you have the music (lol)
Also seems that there isn't a hidden developers record-time, own player record-time could be
Re: Tunes for the Results-Screen

Posted:
12 Dec 2015, 09:08
by capricom45
Krobonil {l Wrote}:Hi ^^
While comparing the actual music with OzoneOne's new theme for the results-screen
I had the idea to use 4 different but similar themes (for different racing results)
Could for example look like this:
- A
Loser Melody when you have a bad rank
- A
Ok Melody for a rank between 2th and 4th? (OzoneOne's melody
https://www.dropbox.com/s/wzviw6p6vgz3lm2/Results.aiff )
-
Winner Melody for making 1st place (actual melody)
-
Secret heroic Melody for beating a hidden developers record-time
What do you think about?
And is it possible to program something like this?
I have to ask: what kind of melody would be good for the "Winner"/"Ghost Beaten" melodies? calm or powerful and energetic?
Re: Tunes for the Results-Screen

Posted:
16 Dec 2015, 19:59
by capricom45
Krobonil {l Wrote}:I think: Less powerful than the music of the tracks but powerful enough to keep the players excited for the next race.
In my opinion the results-screen is a place where nobody stays really long.
Also seems that there isn't a hidden developers record-time, own player record-time could be
Not yet
When we use a song for the "own-player record-time" it should only appear when the player beats his own record.
Else it would irritate at the beginning because a new player only makes new records.
Then I guess that
https://silverignition-svl.bandcamp.com ... track-b003 ,
https://silverignition-svl.bandcamp.com ... track-b004 and
https://silverignition-svl.bandcamp.com/track/b005 are overkill for such a task?
Whoops!
Re: Tunes for the Results-Screen

Posted:
01 Jan 2016, 06:59
by benau
https://github.com/supertuxkart/stk-cod ... lose_musicHere u can test if u know how to compile with git, it use the same logic to win/lose animation of karts, the win music there uses boom boom boom for quick test.
For multiplayer, win music will play if all human wins, lose otherwise, not sure if u want more "advanced".
Re: Tunes for the Results-Screen

Posted:
01 Jan 2016, 07:03
by 0zone0ne
Thanks! Is this also applied to the fanfare sound effect that plays when the race ends?
Re: Tunes for the Results-Screen

Posted:
01 Jan 2016, 07:14
by benau
Not yet, can be done too, but may need more discussion with auria
Re: Tunes for the Results-Screen

Posted:
01 Jan 2016, 07:40
by 0zone0ne
Ok. The reason I would like this to change as well is because of the method we are hoping to loop the new results music. The sound file that plays directly after the race ends (race_finish.ogg, in the sfx directory) will contain a fanfare, short silence, and then the first part of the results screen music. This switches seamlessly into the results screen music loop (race_summary.ogg, in the music directory), which is designed to also loop seamlessly with itself. With this method we can add an intro to the results screen music that will play when the song starts, but will not be heard again.
Re: Tunes for the Results-Screen

Posted:
01 Jan 2016, 14:51
by ArDanWol
I noticed your "results.aiff" track sounds a lot like the SuperTux theme:
https://dl.dropbox.com/s/vh73pfi48vc0cyj/theme.ogg?dl=0Just an interesting similarity.

Re: Tunes for the Results-Screen

Posted:
01 Jan 2016, 19:59
by 0zone0ne
ArDanWol {l Wrote}:I noticed your "results.aiff" track sounds a lot like the SuperTux theme
That's intentional, it's an arrangement of the song.
