From ITG ADVENTURE MODE, also known as In The Groove 2: The RPG, also known as Derpy Ding Dongs 2 for some reason I forget, which is something cool I'm working on. This Taiko no Tatsujin themed boss will attack you at the end of a split path once you've acquired the oni radar.

Prayer-kun: Hmm, radar says it's right here...
????(Because the name seems silly without a context): You sure that's not just me?
Prayer: No, there's definitely two-
Taiko-chan: Are you looking for me, nya?
P: Well yeah, I guess...
T: I'M NOT GOING DOWN WITHOUT A FIGHT-NYA!
P: Wait, what? We're not here to-
T: DON'T HOLD BACK!
*Battle start*

No doubt she gets piped; she's kind of weak as this chart isn't actually that hard.

Main BPM is 200.

File available here:
http://zenius-i-vanisher.com/v5.2/viewsimfile.php?simfileid=12893

Made a video because I've been told I should start making videos of how this is progressing :3

The game isn't going to be released in bits like this by the way. This is just a teaser :D It's got a map and everything :V

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--Technical mumbo jumbo/tutorial--
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FGChanges are accessible to anyone if they're willing to put in the time.
Work with Lua for great justice.

The xml calls the lua functions
GAMESTATE:IsPlayerEnabled(pn) and GAMESTATE:GetCurrentSteps(pn):GetDifficulty()

these do exactly what you'd think they do.
pn can either be PLAYER_1, 0, PLAYER_2 or 1 (with 0 being equal to player 1 etc)

GetCurrentSteps(pn):GetDifficulty() returns a number (from 0 = beginner to 5 = any/all edits)
to make the "easy" taiko chart appear for player 2 if player 2 is playing, the condition in the xml is
GAMESTATE:IsPlayerEnabled(1) and GAMESTATE:GetCurrentSteps(1):GetDifficulty()==1

The actor commands are pretty self explanatory if you look at the files.
Layertype actorframe can move all the mini layers inside it, at the same time, which can save you a lot of time.

The reason I didn't and couldn't use the messagepassed command from training mode, is that the messages only broadcast for that player if they are playing on beginner mode. I could have easily edited it in the source and recompiled, but then you'd require a separate build of ITG just to run this one simfile, hahaha.

You still need a separate build of ITG to run adventure mode, though!
(The save data system required source edits so it could read and write files through lua)
And thanks to the fork I branched off, edit mode is killed just a little, lmfao.

I managed to hack in a theme-side settable DDR SuperNova style extra stage (different es and omes per folder/score/difficulty/song) to my build though.


itg taronuke fgchange foreground changes xml lua taiko chan no tatsujin worldmax adventure mode rpg