A downloadable tool

Get this tool and 8 more for $100.00 USD
View bundle
Buy Now$15.00 USD or more

Features:

  • Custom graphic setup and positioning. You can customize the unique look of your rhythm game.
  • Execute during battle. Will overwrite default skill into a new skill which will execute actions set for each button in game configuration
  • Extendible with JavaScript. You can run any valid JavaScript function for each rail during update. (Mainly coder benefit)
  • Can use game score for battle skill damage


  • Do Not Destroy: A setting for in the event certain plugins have issue with destroying unused graphics, it will set empty graphic instead.
  • Game Configurations: Setup Games to be called during gameplay via event plugin command or script call.
  • Hold Length Per Frame: Extends the hold area for that button by the set pixels per hold time duration. Eg: If hold time is 30, 9 * 30 = 270 pixels width for the hold area.
  • Hold Color: Sets the color of the hold area for the buttons
  • Button Configurations: Setup button graphics to be used during gameplay. Can be animated.
  • Score Variable: The game variable used for game score
  • Skill Configurations: Setup which skill will execute which rhythm game.

  • Name: Unimportant.
  • Identifier: Used for identifying the game configuration. Keep this unique.
  • End Event: Sets the common event to run once the game ends.
  • Score Sprite Configuration: Set screen position of the score sprite, the font settings to be used and a background graphic if required.
  • Duration: The duration of the game in frames
  • BGM: The background music to play during the game.
  • Sound Popup: Plays a sound effect based on player input timing. Bad input sound plays when the button is not in target area, good input sound plays when the button is partially in target area and perfect input sound plays when the button is fully within the target area.
  • Game Speed: The sliding speed of the buttons.
  • Input Buffer: If button is not "Trigger Only", can set a grace period for the player if they hold button too long or release too early.
  • Button Rails: The game rails to be used during gameplay.

  1. Name: Not used
  2. X and Y: Screen position for the game rail
  3. Rotation: The rotation of the rail from top-left pivot
  4. Button: The RPG Maker button that will be used for the rail
  5. Spawn Times: Not used (To be deleted)
  6. Background: Width is used to determine the length of the game rail. Buttons spawn from the left of the background.
  7. Foreground: Used to determine the "hit area" of the button. Placed to the right if the "Background"
  8. Battle Skill: If used during battle, this rail will execute the skill (4 in this case)
  9. Update functions: Run JavaScript code (For advanced users, any valid JavaScript is valid)
  • Button Spawn: The buttons to spawn during gameplay

  1. Name: Can ignore.
  2. Identifier: The RPG Maker button to respond to.
  3. Trigger Only: Determines if the button is trigger or hold.
  4. Spawn Time: The time since start in which button will spawn. Zero (0) will spawn as soon as game starts.
  5. Hold Time: Time in frames required to hold button.

  • Button Score: The score granted by each button on perfect input
  • Button Hold Score: Max score gainable from hold type buttons

Purchase

Get this tool and 8 more for $100.00 USD
View bundle
Buy Now$15.00 USD or more

In order to download this tool you must purchase it at or above the minimum price of $15 USD. You will get access to the following files:

Syn_Rhythm.js 41 kB
Syn_Rhythm.zip 477 MB
Help.pdf 194 kB

Development log

Comments

Log in with itch.io to leave a comment.

Does this require the Quicktime plugin to work?

Nope!