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Arrowmania

A 4 key rhythm game made in PICO-8 inspired by games such as Stepmania and DDR.

Lexaloffle Forums: https://www.lexaloffle.com/bbs/?tid=46729

Creating a Custom Song

First, create a copy of amania-factory.p8, which is the recommended cart to fork as it only contains the essentials. Then replace the sfx and music patterns with your own (make sure pattern #00 is an empty bar and make sure sfx #01 remains untouched as it is the note miss sound effect).

Once your song has been properly added to the cart, you'll have to make a few changes in the _init() functions.

SYNCTIME should equal (The SPD of your music patterns) * 31.8 CARTNAME should be the name of the cart you're editing SELECTCART should be the name of your main menu cart (or should equal CARTNAME if you don't have one)

If you're posting your mod to the BBS, use the format #CART_NAME instead of CART_NAME.p8

Creating a Custom Chart

If you go to tab 3 of the PICO-8 code editor, you'll find both init_beatmap() and init_beatmap_hard(). This is where you'll put both beatmaps, so start by erasing all the pre-existing calls to map_add().

Once you've done that, open a second instance of PICO-8, and type LOAD #AMANIA_CHARTER. You can then use this cart to create your beatmap, where each step is equal to one step in the sfx editor (assuming that your SYNCTIME was set properly in the previous step)

Once you finish each part of your beatmap, press 🅾 to copy the string to your clipboard, and then add it to your beatmap using map_add(offset, notes), where:

offset - The offset of all notes to be added. (If your charting pattern 1 of the song, the first notes offset would be 0 in the pattern, but 32 overall. So this should equal 32 in that instance.)

notes - The string generated by #AMANIA_CHARTER

Creating Custom Background Art

If you go to tab 2 of the PICO-8 code editor, you'll find background_draw(). This function is called each frame and is where all the background art is drawn. Above this function exists variables that are unique to the pre-existing background art.

The top of background_draw() includes a for loop which checks the pitch, volume, and waveform of the notes being played on all 4 channels, so feel free to use this to make your visuals react to the music!

Other Information

If you go to tab 4 of the PICO-8 code editor, you'll find arrows_init(). In here you can tweak a few variables:

noteheight - How many pixels between the bottom/top of the screen and the receptors

notetime - How long a note is on screen in frames (Essentially reverse note jump speed)

hitrange - The pixel radius of the arrows hitbox (Lower number means tighter inputs)

receptorx - The x position of the receptors (From the center)

PS: If you want to create modcharts (where the arrows start moving around and all that jazz) you can use roffsets[i].x and roffsets[i].y, where i is lanes 1 through 4.

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A 4 key rhythm game made in PICO-8 inspired by games such as Stepmania and DDR.

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