- Phase Shift -

Discussion specific to other music games, like: RB, GH, GZ, JamLegend, SoS, etc.
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fatdog
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- Phase Shift -

Postby fatdog » Sun Mar 28, 2010 8:14 pm

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DWSK

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Phase Shift v0.79 Full
Phase Shift v0.79 Lite (No Songs)

Required to run:
DirectX 9.0c (June 2010)
VC++ Redist 2010

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People who helped provide controller input data so we could figure out the controller system:

drihscol, misterhh, estemshorn, iamsensay, metallicaholic666, weirdpeople, fabian313, Slashfan7964, MechMaster
Last edited by fatdog on Sat Apr 09, 2011 6:30 pm, edited 126 times in total.
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Re: Fatdog Phase Shifts

Postby Rapt0r » Sun Mar 28, 2010 8:18 pm

>in b4 bawwing about no support for other linux/max as it's DirectX based

Also, looks good. Already looks better than most other clones that have arised over the years. Would like to know what all the features this currently has and your to do list.
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Re: Fatdog Phase Shifts

Postby Lysdestic » Sun Mar 28, 2010 8:31 pm

Rapt0r wrote:>in b4 bawwing about no support for other linux/max as it's DirectX based


It's a valid crticism. Some would say it's insulting to have a non-portable non-open clone on a forum for a game that is both of those things.

That said, it looks really nice. I'll be following closely.

Good luck. :cool:
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Re: Fatdog Phase Shifts

Postby slashfan7964 » Sun Mar 28, 2010 8:43 pm

Yeah it does look great.

If it's DirectX based, then isn't it possible to be playable on a Disc? It's not open-source....I don't think.
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Re: Fatdog Phase Shifts

Postby fatdog » Sun Mar 28, 2010 8:52 pm

Rapt0r wrote:Would like to know what all the features this currently has and your to do list.


can't go into all the details but off the top of my head, some key features

No player limit - limit is down to what your machine can handle
flexible custom resolution support - fine for multiple monitor setups
Full 3d board, notes, meter so the camera can be moved anywhere without breaking 2d elements
4 and 5 lane drums
Board, Note, Tail fade system
Specular highlights so you get the dynamic white highlights on the notes as they pass down the board
Animation support for 3d files for menus and in game
auto controller detection, no need to manually setup bindings or rebind if the id order changes
can connect controllers after the game is launched and game will detect them

current priorities

add a sound effects audio system for drum samples and miss effects
improve hopo system
collect profiles for controllers to extend plug and play support
about 10 other misc tasks that are needed to be sorted to get project ready for its first beta release

the first beta will not be feature complete, we will be focusing on dealing with crashes and optimising for slower machines to identify a realistic minimum requirement, once things appear stable we will focus on fixing up the gameplay systems
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Re: Fatdog Phase Shifts

Postby aander91 » Sun Mar 28, 2010 9:16 pm

If you need any beta testers, I'd love to help. I have a pretty high end laptop, so can run most anything.
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Re: Fatdog Phase Shifts

Postby Asskickulater » Sun Mar 28, 2010 9:32 pm

D= UNLIMITED PLAYERS Im gonna need to buy a lot of new guitars and a USB hub O_O
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Re: Fatdog Phase Shifts

Postby fatdog » Sun Mar 28, 2010 9:35 pm

aander91 wrote:If you need any beta testers, I'd love to help. I have a pretty high end laptop, so can run most anything.


we plan to make the beta public, the only thing we need at the moment is for people with unsupported controllers to generate control profiles for us, i will make another post with some details about that later

added a screenshot to first post to demonstrate the unlimited player support but i run out of controllers
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Re: Fatdog Phase Shifts

Postby Asskickulater » Sun Mar 28, 2010 10:29 pm

I have a question (little off topic, and dont take this as a request but as curiosity :P) is it possible to make a game like this split into 2 different windows? and at that 2 different res windows? :P

and WOW! you must have a big monitor lol
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Re: Fatdog Phase Shifts

Postby estemshorn » Sun Mar 28, 2010 10:34 pm

Could this be possible on dual monitor?

like having 4 tracks on one, 4 tracks on another.

Also, are vocals going to be in this?
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Re: Fatdog Phase Shifts

Postby fatdog » Sun Mar 28, 2010 11:05 pm

Asskickulater wrote:I have a question (little off topic, and dont take this as a request but as curiosity :P) is it possible to make a game like this split into 2 different windows? and at that 2 different res windows? :P


lol, i don't know, wouldn't expect to see it any time soon

estemshorn wrote:Could this be possible on dual monitor?
Also, are vocals going to be in this?


dual monitor works slightly buggy but playable, limited to windowed mode right now unless you have a virtual setup that treats both monitors as 1

vocals is a low priority maybe
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Re: Fatdog Phase Shifts

Postby ADH » Sun Mar 28, 2010 11:07 pm

fatdog wrote:
Asskickulater wrote:I have a question (little off topic, and dont take this as a request but as curiosity :P) is it possible to make a game like this split into 2 different windows? and at that 2 different res windows? :P


lol, i don't know, wouldn't expect to see it any time soon

estemshorn wrote:Could this be possible on dual monitor?
Also, are vocals going to be in this?


dual monitor works slightly buggy but playable, limited to windowed mode right now unless you have a virtual setup that treats both monitors as 1

vocals is a low priority maybe

wow! that looks amazing! the "unlimited players" idea is awesome! though I doubt my low end comp could run more than 4.
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Re: Fatdog Phase Shifts

Postby Jama7301 » Sun Mar 28, 2010 11:12 pm

What song format(s) are supported for this?
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Re: Fatdog Phase Shifts

Postby aander91 » Sun Mar 28, 2010 11:22 pm

dual monitor works slightly buggy but playable, limited to windowed mode right now unless you have a virtual setup that treats both monitors as 1


I do! :D
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Re: Fatdog Phase Shifts

Postby ADH » Sun Mar 28, 2010 11:33 pm

also, what do you need controller info for? I have an Xbox360 Xplorer. and a Ps3 Les Paul. let me know if I can help.

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