Author Topic: Ongaku  (Read 1384 times)

S.

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Re: Ongaku
« Reply #15 on: February 24, 2011, 10:57:49 am »
Lemme try and download this game.

I'm a very critical critic.


Meh, if only I can get this thing downloaded.


So I gave it a try.

I watched the intro movie and it made me feel like a 7 year old, though I didn't get what was going on. I played one story mode song on medium and thought it was too easy, so I gave some of my own songs a try on very hard. It wasn't really enjoyable:
-Standard speed is X3, which is way too fast. I found that X1 is too slow and X2 works fine. But I didn't feel like changing it every time to X2
-I couldn't get into the beat. Beat detection seemed odd, I always had a "too soon" message. It also seemed more like a reaction time challenge than a musicgame. I didn't see how my song influenced the track.
-Music stops on a miss, which is kinda annoying.

After playing two songs I decided that I should give story mode a try again. Very hard was indeed, very hard (as opposed to my custom songs). So I put it on hard which was suitable for me.
I found the story mode well playable. The sounds kinda annoyed me, but when I was done I liked the background, comparing the bad parts against the good parts.

The demo quit on mid-second song, which didn't allow me to see the second backdrop.

-The songs were kinda odd, causing me to not really like playing it. I think if I liked the songs more I'd have liked playing it.
-I didn't bother reading the texts. There were too much words and the font didn't quite appeal to me.




To sum things up:

General:
-Music stops on a miss, making the punishment too big to handle.
-It all appears very childish to me. I think a younger kid might like this, it's not really for older people :p I'm not sure if you made this game especially for the kids, but I sure hope so.

Custom songs:
-Beat detection seemed off to me. Might be my perception.
-Didn't see the link between the track and the song.
-I want the default backdrops instead of custom ones, I couldn't find any option for that.
-Certain backdrops will make your cursor/note/whateveritis kinda cloaked, like a chameleon.

Story mode:
+I like the backgrounds :D
+Playing is quite fun, for a while at least.
-Music is not that amusing
-Storyline is not something I wanted to follow. I didn't like the font and also, I don't care about it. I/we just want to play this game.


Other:
=I didn't really get the time to really form a definite opinion about this game before the timer ran out.
=The game appears to be for children. If so, you're doing quite good imo, if not, then I don't see a future for this game.
=Everything the other people said I can agree with.


Sorry if I'm being a bit rude or whatever here. The game is definately not the worst Turba for exampleNot to mention Call of Duty, it's just not done yet ;)
Not trying to be harsh, but I hope this helps more than it's sh*t kkthanxbai
« Last Edit: February 24, 2011, 12:45:31 pm by S.Eagle »
Credit to blue_h3x for the new avatar. Glossary
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Mincus

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Re: Ongaku
« Reply #16 on: February 24, 2011, 02:15:55 pm »
-I couldn't get into the beat. Beat detection seemed odd, I always had a "too soon" message. It also seemed more like a reaction time challenge than a musicgame. I didn't see how my song influenced the track.

Not just me then. I had this same problem to start with and only got into it by purposely delaying when I should push the buttons, using purely visual cues and ignoring the song. :-\

I thought maybe it was being too harsh or I was just having an off day, but I've just played a near flawless game of Rhythm Zone and Beat Hazard and an okish one of Audiosurf. Chucked the same song into Ongaku (there's a bit of a cheat for getting round the time thing on the demo *cough cough*) and I failed miserably. This is a song I know really well with a solid beat that I've played many times on both Audiosurf and Rhythm Zone.
Unfortunate, because I'm compiling something of a comparison between games that automatically generate tracks/etc from music, but they do require me to be able to complete the track to a sensible degree.

bebophop231

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Re: Ongaku
« Reply #17 on: March 09, 2011, 07:38:31 am »
Thanks for more feedback :).

It's been really busy recently in the office discussing plans for a new update to Ongaku and the music analyser capabilities. It's this feedback you guys are giving, that we're now working harder on the music analyser abilities on our new title (more information coming soon on that ;)). If things go according to plan we want our next game to be the best music analyser game on the iPhone and iPad.


bebophop231

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Re: Ongaku
« Reply #18 on: April 06, 2011, 07:08:08 am »
Hi Again,

Sorry I haven't posted anything in a while I'm always swamped with work :P.

I just wanted to announce that our new rhythm action title 'Pixel Beat Complete' for iOS is in development and will include it's own music analyser ;). We have some early pre-vis concept video stuff here on YouTube, http://www.youtube.com/watch?v=YIscvD03c08&feature=channel_video_title (It's crude, but it gets the idea through)

You can read more news on the features on our news page at http://www.smashmouthgames.com/Webpages/News/News.html.

As things develop on Pixel Beat Complete I will be posting new updates on our blog page which is at http://smashmouthgames.blogspot.com

To mark the occasion we're selling Ongaku PC with a 75% discount from April 7th for a limited time only. The offer is only on our website so if you want to take advantage head to www.ongakugame.com.

We also have more news on offers on our other titles, but you can read more about that on our news page (I didn't want to come across like I was simply spamming :P).

It would help us immensely if you could recommend Ongaku to anyone else.

Think that's about it...I'll be back when I get more dev news on Pixel Beat Complete. Once we get the game ready I may to send some iPhone promo codes this way for feedback testing on our music analyser accuracy...if that's o.k. with you guys and the mods of course.

Cheers for reading.

blue_h3x

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Re: Ongaku
« Reply #19 on: April 06, 2011, 07:39:08 am »
-snip-

Video doesn't show much in the way of gameplay, but it seems to handle the beats pretty well. How does it handle less so obvious beats?

Think that's about it...I'll be back when I get more dev news on Pixel Beat Complete. Once we get the game ready I may to send some iPhone promo codes this way for feedback testing on our music analyser accuracy...if that's o.k. with you guys and the mods of course.

There's more support for Android here than iOS hint hint.
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Mincus

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Re: Ongaku
« Reply #20 on: April 06, 2011, 08:12:55 am »
The video shows it on an iPad and I have to wonder how well that will work on a smaller screen...
I have an iPod Touch though, so I'd be willing to give it a look.

Android is the better platform from a technical perspective (and in terms of numbers) but it seems to have less value as a whole for apps. Although how much of that is the Apple reality distortion field and how much of it is because Google are sensibly relaxed instead of heil! like with the app acceptance I'm not sure.

UnLeaded

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Re: Ongaku
« Reply #21 on: April 06, 2011, 05:07:42 pm »
I received the same message "Direct3d" problem, even though at the time my D3D was checked by the install program it gave the message it found what it was looking for.  Maybe an indicator of "which" D3D is required would be of benefit, so that the user can look for whatever version it's looking for.
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bebophop231

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Re: Ongaku
« Reply #22 on: April 08, 2011, 02:27:42 am »
@ blue_h3x

Well to confess that video is a bit rigged as all the beats were manually pre-defined to the song, but this was really a pre-vis to show what it will look like. The music analyser was just recently completed, and now we're currently still working on the gameplay side and integration of music data the analyser spits out.

It's still early days yet, but for less obvious beats we are working on mechanics that should cleverly pick out less obvious beats or disregard them depending on the music energy. It's all a bit technical for me to explain properly, but never the less we are definitely aiming for something as accurate (or perhaps better!), like the pre-vis video shows :).


bebophop231

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Re: Ongaku
« Reply #23 on: April 08, 2011, 03:35:47 am »
@ Mincus

We have considered the designs for iPhone and iPod Touches and at to moment we're confident that it won't get too small that its unplayable. However since we have no iPod ready build it's hard to tell as its all still just drawings and paperwork. Still when we have builds ready in the future, I'll be sure to send some promo codes and get some user feedback. Cheers.

@ UnLeaded

Sorry your having trouble, the direct installer that was included in the setup should have installed the files the game needs. Still it's very fixable...if you follow the link here---> http://www.microsoft.com/downloads/en/details.aspx?FamilyID=04ac064b-00d1-474e-b7b1-442d8712d553 This is a manual download of MS DirectX libraries. If you download the file and follow the setup instructions, it will extract a bunch of new files. With the files extracted, go to that folder and run 'DXSETUP.exe'.

This should fix the problem. Let me know how it turns out :).
Cheers.

---wait??... Did this place just change colour?

blue_h3x

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Re: Ongaku
« Reply #24 on: April 08, 2011, 03:45:38 am »
-snip-

Ah, would explain that then. Most of the music games seem to have fairly hit or miss beat detection. I'd be interested to see the live running version.

---wait??... Did this place just change colour?

Nope? :P
Austria is just like Yorkshire, but they have bigger hills.... oh and they have real snow too

ViRUS

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Re: Ongaku
« Reply #25 on: April 08, 2011, 07:17:17 am »
---wait??... Did this place just change colour?
Nope? :P

it didn't get updated to SMF 2.0 RC5 either :P
« Last Edit: April 08, 2011, 07:33:43 am by ViRUS »