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It is possible to insert gameplay on a "credits" screen?

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Post #1 · Posted at 2017-04-30 09:43:29pm 6.9 years ago

Offline SaikioM
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I've have plenty of time without posting here but my game is going to have a final update(wich you can donwload here: https://zenius-i-vanisher.com/v5.2/thread?threadid=9211 ) and I want to make a some special ending scene. I was wondering if it's possible to make a secuence similar to DDR 2nd Remix on PS One where you can actual play "Love is the power" while the credits are rolling. It is possible on SM5? What kind of screen I need to make in order to have something like that? o.o

Post #2 · Posted at 2017-04-30 11:50:53pm 6.9 years ago

Offline That2000'sKid
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I'm not sure if it is possible, I mean, you could put in credits like for example in the final extra stage, you could put in playable credits kinda like from DDR X3 vs 2nd Mix with Love is the power Reborn.
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Post #3 · Posted at 2017-05-01 12:43:35am 6.9 years ago

Offline VR0
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Not possible on 3.9 and variants. Not sure on SM5.
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Post #4 · Posted at 2017-05-01 03:53:03am 6.9 years ago

Offline dbk2
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Assuming you have the song and its steps already, you could script the credits sequence as FGChanges or BGChanges using Lua. This would effectively be very similar to a "mods file" like TaroNuke or others make.

So, yes, it is possible, but will require a knowledge of Lua and StepMania's scripting interface.

Post #5 · Posted at 2017-05-01 08:55:08pm 6.9 years ago

Offline SaikioM
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Thanks for your comments.

Quote: dbk2
Assuming you have the song and its steps already, you could script the credits sequence as FGChanges or BGChanges using Lua. This would effectively be very similar to a "mods file" like TaroNuke or others make.

So, yes, it is possible, but will require a knowledge of Lua and StepMania's scripting interface.

Yeah I want to use one specific song just for this secuence, but I guess it's kinda hard to make it works propertly, also, the fact that is variable depending on the style and difficulty you are playing, but maybe that would be too much to ask. It doesn't have to be an actual credits scene, just whatever that can be put after the evaluation summary screen, adding the gameplay part. Anyway, it would be nice to see some of these examples to have an idea of where to start.

Post #6 · Posted at 2017-05-02 02:07:02am 6.9 years ago

Offline dbk2
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Last updated: 2017-05-02 02:15am
I put together a very simple example of a Credits sequence without any gameplay using ScreenCredits (which is already defined in the _fallback theme, so you shouldn't need to define the screen in your Metrics.ini).

YOUR_THEME/BGAnimations/ScreenCredits overlay.lua
https://gist.github.com/dguzek/c821a2d98a316755f68ac198dee0625d

This is very plain; there are no pictures or decorations, only a line of text for each person you want to give credit to. I wrote some comments explaining a little bit about what is going on, but you shouldn't need to change anything other than the people table.

For a more complex example, consider looking at the default theme's ScreenCredits. kyzentun was kind enough to leave some helpful comments there explaining what is going on.

Post #7 · Posted at 2017-05-08 05:24:13am 6.9 years ago

Offline SaikioM
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Thank you for that dbk2, but I'm just gonna make a video for the credits and put it on the background. For the gameplay part I don't think it's possible the way I see it so it would be just the video. Thanks for the answers anyway Smile

Post #8 · Posted at 2017-05-16 03:06:42pm 6.9 years ago

Offline FlameyBoy
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The way I'd do it is:

1. Check if the player actually has the credits song available. If they don't, go to a backup version that doesn't include gameplay.
2. If the credits song is available, go to a special variant of ScreenGameplay that's set up the way you want it. You might have to fiddle with GAMESTATE stuff (maybe turn on temporary event mode?) to get it to work after the player doesn't have any more stages.

Post #9 · Posted at 2017-05-19 01:24:38am 6.9 years ago

Offline ZTS
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You can probably find what you're looking for in this for a credits sequence during gameplay.


Now about activating a song for the credits... Maybe force special stage somehow.
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Post #10 · Posted at 2017-05-20 04:41:13am 6.9 years ago

Offline SaikioM
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Quote: FlameyBoy
Check if the player actually has the credits song available. If they don't, go to a backup version that doesn't include gameplay.
2. If the credits song is available, go to a special variant of ScreenGameplay that's set up the way you want it. You might have to fiddle with GAMESTATE stuff (maybe turn on temporary event mode?) to get it to work after the player doesn't have any more stages.

What do you mean by having the credits song available? o.o

ZTS, thanks I'll check that file but what I'm saying is to put gameplay on the credits screen not using a selectable song to show the credits.

Post #11 · Posted at 2017-05-20 02:24:41pm 6.9 years ago

Offline MadkaT
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Quote: SaikioM
What do you mean by having the credits song available? o.o
Do you need the song in the songs folder to set it via code and make it playable. I think you could add it as an unselectable song, to avoid the users to pick it from the song wheel.

Quote: SaikioM
ZTS, thanks I'll check that file but what I'm saying is to put gameplay on the credits screen not using a selectable song to show the credits.
Yes, but to use a real gameplay field and not to code a lot of things to simulate it, you need to work with a selectable song, otherwise you will need to create a lua comparing the user input and every second of the screen, could be a solution too, but involves a lot of work

I personally think that if you don't like to use the gameplay screen, you will have a lot of work to do, because you need to create a command listener to capture the user input, a way to "draw" the steps in the screen, also a way to check if the steps are "played" correctly, I haven't tried to do what you're proposing, but I think the best solution is what they have said, you just create a unselectable simfile with the song that you like, and in the evaluation screen checks if the player met the conditions to activate that ending screen, and just add another playable stage, and make a special screen with a fallback from the gameplay screen, removing the hud elements, leaving only the playfield. you could add the credits in an overlay et voilá.

Maybe I will try to do it later, but it seems to be not so difficult.

Post #12 · Posted at 2017-05-20 05:33:33pm 6.9 years ago

Offline SaikioM
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That's exactly what I want MadkaT, a special unselectable song that comes after the evaluation summary screen, the "credits" part will be a simple video in the background. So I need to create a special gameplay screen, the thing is I don't know how to choose that specific song, need a little help there Laughing Out Loud

Post #13 · Posted at 2017-05-20 06:27:58pm 6.9 years ago

Offline Oni-91
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SM files have a SELECTABLE tag. My best guess is to have a file with a Selectable tag set to NO, then do some fudge work in the credits screen that selects the song.
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Post #14 · Posted at 2017-05-20 08:28:10pm 6.9 years ago

Offline MadkaT
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The simfiles have the tag to make it normally unselectable like Oni have said.

From other side... I've done it (Or at least something similar Laughing Out Loud )

http://i.imgur.com/FrIzZmW.png

What you need to do is the following:

1. Create this function in a lua file or append it to another lua file in the scripts folder:


function DecideEnding()
-- best final grade better than A: show the credits.
-- otherwise, show game over screen.
if Grade:Compare(STATSMAN:GetBestFinalGrade(), 'Grade_Tier04') <= 0 then
local newSong = SONGMAN:FindSong("Insane Techniques");

if newSong then

GAMESTATEConfusedetCurrentSong(newSong);

--Add another stage to play
for player in ivalues(GAMESTATE:GetHumanPlayers()) do
GAMESTATE:AddStageToPlayer(player);
--Reset options to default
GAMESTATE:ResetPlayerOptions(player);
end

end

return "ScreenCreditMusic";

end;

return "ScreenGameOver"

end;


2. Define the ScreenCreditMusic in metrics a s a fallback of ScreenGameplay:

[ScreenCreditMusic]
Fallback="ScreenGameplay"
NextScreen="ScreenGameOver"


3. Define the function in the nextscreen of the evaluationsummary screento redirect the user:

Quote
[ScreenEvaluationSummary]
NextScreen=DecideEnding()

4. Tune it to your liking and profit!

I've just pasted another credits that I have in the overlay layer of the screen, you could use some lua coding to check if the left player or the right player or both players have joined and reposition the actors or whatever you use to show the credits Wink

Post #15 · Posted at 2017-05-24 05:08:14am 6.9 years ago

Offline SaikioM
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Last updated: 2017-05-24 05:08am
Yeah I knew about the Selectable label on the .sm/scc files just never contemplate the idea of having the song on the Songs folder Tongue Thank you so much for this example MadkaT, I'll do some testing and show the results here Smile

So I did my test, it goes to a new gameplay screen after summary but is showing the last song I played. I don't know if is something with the name of the song:

Quote
if Grade:Compare(STATSMAN:GetBestFinalGrade(), 'Grade_Tier04') <= 0 then
local newSong = SONGMAN:FindSong("singing");

if newSong then

GAMESTATEConfusedetCurrentSong(newSong);

I tried to use the folder name, the path and the full song name and it's always the same Sad
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