KR20090025321A - Level user-control system used play-note of prepared music for music simulation game - Google Patents
Level user-control system used play-note of prepared music for music simulation game Download PDFInfo
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- KR20090025321A KR20090025321A KR1020090012248A KR20090012248A KR20090025321A KR 20090025321 A KR20090025321 A KR 20090025321A KR 1020090012248 A KR1020090012248 A KR 1020090012248A KR 20090012248 A KR20090012248 A KR 20090012248A KR 20090025321 A KR20090025321 A KR 20090025321A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/424—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- Human Computer Interaction (AREA)
- Electrophonic Musical Instruments (AREA)
Abstract
Description
In the present invention, for a user having difficulty in selecting a game difficulty in a music directing game, a user assigns a new arrangement to a playing note based on a difficult difficulty and an easy difficulty than a target difficulty. It's about making it fit.
In the case of the prior art, all the difficulty levels have been made in various difficulty levels to suit the user. However, the gaps of easy difficulty and difficulty for all songs are not constant and random. The gap between easy difficulty and difficult difficulty is common. It is often found that it is too severe. In this case, the user wants to play the desired song, but if they do not build up their skills, the challenge is often overwhelming, and the practice is often scary enough to show the difficulty.
In order to solve the above-mentioned problems of the background art, the files containing the location information of each playing note on the difficulty created by the developer are mixed into parts to provide the user with a difficult difficulty that is one step easier or an easy difficulty that is one step easier. To make it possible.
Also for other purposes, there is currently no objective difficulty assessment system for rhythm games. Therefore, game developers have no choice but to evaluate the difficulty level, which is often different depending on the playing characteristics of the user, and the present invention has a more objective standard.
In order to solve the task, it is necessary to set the easy difficulty and the difficult difficulty to match the difficulty level selected by the user.However, the difficulty level in the rhythm game is that the subjective evaluation method with the developers becomes the standard of difficulty. There are a large number. In that regard, it is difficult to come up with a layout that is user-friendly for vaguely "mixing properly through difficulty comparison". This did not mean that the rhythm game had a standard of objective difficulty, and a new method had to be established.
So, in order to find the haptic difficulty for the position of the playing notes for each difficulty, two formulas for finding the haptic difficulty according to the input of the position of each note were made. All of them were used to compare the degree of difficulty for the difficulty. This makes it possible to clearly see the difference between the values of the notes in the distance and the notes in the short distance, and to grasp the information on the difficulty accordingly.
In order to have a layout that is more difficult than easy placement and easier than normal placement, it is based on easy note placement and then measures the difficult note placement for each measure, comparing the total value for the whole measure to the difficult difficulty for that measure. It allows you to make a decision about whether or not the placement will go in, or whether it will be in easy difficulty. In addition, depending on the characteristics of the music, the total value of the note for the corresponding node of the difficult note may be found in the other nodes. In this case, the latter part is changed first. If these nodes are consecutively attached to more than two nodes, the nodes corresponding to the same score will be changed first without being attached to the corresponding positions consecutively.
This makes it possible for developers to make a lot of differences between difficulty and difficulty, and through this, it is possible to practice by attaching difficult patterns to the easy patterns one by one, and difficult difficulty even if users practice the same song with difficult skills It is possible to play on the difficult difficulty of the target through the supplementary practice for the specified difficult difficulty by setting up and executing the difficulty level little by little without having to practice.
Before implementing this invention, two or more difficulty levels must be prepared for the song, and the user can only select a value between the two or more difficulty values. Examples 5, 10, more than 5.00, if there is a difficulty of 15 is prepared, only a selected from the number of 15.00 or less, and it can not be selected when less than 5.00, greater than 15.00 is selected. When the user selects the desired difficulty value, the position of each note (hereinafter referred to as note) on the difficulty level (C) that is harder than B and the difficulty level ( B ) that is easier than B on the difficulty level created by the developer based on the selected difficulty level (B) To get the information and compare the difficulty level of each difficulty, follow the method of calculating the value for each note to play each note.
R = 2-d
The R equation quantifies the level of difficulty the user experiences to play two notes in different positions. The value of d represents the distance between two notes, d = 1 represents the length of one beat at y beats (y / x beats), and the shorter the distance, the smaller the value of d, Because the beats are tuned to the beat, we consider computer calculations to be easier to compare according to the beat of the music. This applies only when there is a distance regardless of the column of notes. When two or more notes need to be played at the same time, the value is calculated based on the distance from the previous note and multiplied by the number of notes to be entered simultaneously. If only one note is to be played after simultaneous entry, count one by the distance regardless of the number. If the value of d is greater than 2 and the value of R becomes negative, the value of R is set to 0. This prevents the value from appearing too small when the note values are added together. Also, no value is given for the first note indicating the beginning of a performance. For the first note, we have enough time to know where and how to start, so even when d is greater than 2, we set it to 0 for the same reason.
Ra = (1-d) / d
The Ra formula is an additional computational factor for the so-called "strike" note, which is difficult to rely on simply the value of R. In particular, there are many times when you need to play the same digit multiple times, and by calculating this additionally, you can express the difficulty level of the batting difficulty. However, if d≤1 and in the same column, all the values for d must be calculated for all notes that meet the conditions since the current note, regardless of the number. If there is a note with the condition according to the note, this operation should be applied to the note. If the condition is satisfied, the value of Ra is infinitely duplicated to display the actual difficulty of playing. If there are two or more simultaneous input notes, only the corresponding notes should be counted independently. For notes that do not correspond to continuous input, only the value of R is calculated.
According to the above two equations, note values for both difficulty levels are assigned and the following information is dataized.
1. The total note value for the difficulty / difficult difficulty that is easier than the current difficulty setting.
2. The total value for each node in Easy / Difficulty difficulty.
By storing the information about the above two things in advance, it is prepared for future user difficulty. This is to minimize the load time because it will take quite a while to recalculate.
Then, by comparing the note total value Ta for easy difficulty and the note total value Tc for difficult difficulty, the target value Tb of the note total to be produced according to the user's set difficulty is obtained through the following formula.
Tb = {(C-B) / (C-A)} * Tc + {1- (C-B) / (C-A)} * Ta
Once the target value has been determined, a new note layout should be created accordingly. The note layout is selected by selecting the note layout of A first, and then calculating the total value of the note layout of C by each node, and changing the smallest value among the values of C. Each time a change is made, the score is remeasured against the currently changed note batch. However, since the changed part is a 'section', note scores from the front section to the back section of the changed section are subtracted and measured again to add a value. In addition, when changing, do not exceed the value of the target value Tb.
This is the priority change order if the total value of a node totals the same value in two or more places in the change of each node of a difficult arrangement.
1. Change the last node among the nodes showing the same value first.
2. If several nodes show the same value consecutively after the corresponding node, change the non-contiguous nodes first so that the end of the same node can be changed first, and fill them one by one.
If the song has a "tapped character", the developer directly designates the first note of the "tapped character" in advance and allows the node to be changed from the starting position of the character. The setting range of the batter must be within one word, and the length of the batter must be changed by the length of the bar based on the time point corresponding to the batter.
Priority is given to changing nodes as follows, so that the difficulty can be gradually increased, and should be changed as long as the target total value (Tb) is not exceeded. The reason for changing the back part first is to make the first part as much as possible so that the user can get a feel for the current music, while playing the difficult pattern with the sense of the sound going to the back part, 'Oh, this is different!' Together, we learn one by one, 'You'll need to practice this part!'
Changed note layout shows the evaluation of your performance by checking both the total number of notes in advance and the maximum score you will play. After confirming all the information about the change in the number of notes, the user executes the changed note layout. Do it.
There are patents based on this change in units of words, and sometimes developers want to give a design to note arrays. Some developers design patterns to show their designs to users, and as a way to protect the design, they can change the structure of the array by two or four measures. You can do it at least to protect the design. In this case, however, two or one measure should be changed regularly, and if there is a gap, the length of the swing can be calculated from the length of two or less bars, and based on the time of the swing So that regular changes can be made.
The reason for the change based on two words or one measure is that the music is composed of one or two measures, and the melody is formed. Also, because it is repeated like a chorus of music, it is changed in units of one measure. Repeated measures can help you compare placements for easy and difficult difficulty, and it's easier to practice on those parts.
Figure 1 is a figure description for understanding the description, was made in accordance with the most common beat 4/4 beats, the direction of progress was to go from right to left.
01: Notes to play (colors may vary.)
02: node dividing line, between these dividing lines is a word of y / x beat.
03: This is the line divided by the interval of d = 1 based on the time division line and the node start line. In the present drawing, the length of d = 1 is equal to the length of one quarter note, and the beat is also drawn in a soft line accordingly. However, the timeline may not appear when playing the game.
d1: The distance between these two notes is d = 1.
d2: Calculated for the distance present regardless of the column. Currently this distance is d = 0.5. Therefore, according to the R formula, the value is 1.5.
d2a: Calculations for notes in the same column with d≤1 should be done with R with Ra. In this case, the R value is 1.5 and the Ra value is 1.
d3: When d = 2, the value of R has 0.
d4: Unlike d3, if the value of d exceeds 2, the value of R becomes negative. Therefore, if d exceeds 2, the value of R should be 0 unconditionally. .
d5: Display the length of a word.
d6a: If there is a common position due to simultaneous input, only the corresponding note should be calculated independently. The R and Ra values are calculated regardless of the number of previous notes. (R: 1.5 and Ra: 1 according to the given drawing.)
d6b: Same settings as d6a, but in this case, if you have two consecutive notes in the same column, and there are notes in the other column. The other column's notes are calculated as R, and the calculation is done only for the previous one.
d6c: Notes to be input simultaneously with d6b, but unlike d6b, the value of d6c is calculated only when the R value is calculated. This is because the values of d6b and d6c are calculated separately.
R1, R2: The range of notes to be added to calculate the Ra according to the continuous input, and the distance from the note at the left end of each line as the lines overlap. Of course, this line is not visible when the game is running. In the case of R2, Ra calculations must be added continuously, regardless of the other notes between each batting note. The lengths of the lines R1 and R2 are both d = 1.
01a: The first batting note, because it is the first note to be entered, it has no value.
01b: second batting note, with value 1.75 (R) + 3 (Ra) = 4.75
01c: third batting note, value is 1.75 (R) + 3 (Ra) + 1 (Ra) = 5.75
01d: fourth batting note, value is 1.75 + 3 + 1 + 0.3333 (Ra) = 6.0833
01e: fifth batting note, value is 1.75 + 3 + 1 + 0.3333 + 0 = 6.0833
2 shows how changes are made in changing notes by measure. In addition, it is based on 4/4 beats and the driving direction as shown in FIG. 1.
S1 and S2 select the note layout of the difficulty level, which is the interval in which the notes within each rectangular range are applied to the synthesized note. This results in a new value in the connection with each node, which is applied in addition to the total sum calculation to represent the value. In the case of S2, the node total value is small in the arrangement for the corresponding section of 'normal' and is applied first. In case of S1, 'Easy' note is applied because 'Normal' is not applied.
In addition, 01 and 02 are the same as FIG.
Claims (6)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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KR1020090012248A KR20090025321A (en) | 2009-02-16 | 2009-02-16 | Level user-control system used play-note of prepared music for music simulation game |
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KR1020090012248A KR20090025321A (en) | 2009-02-16 | 2009-02-16 | Level user-control system used play-note of prepared music for music simulation game |
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE102010029365B4 (en) * | 2009-05-29 | 2013-08-22 | Casio Computer Co., Ltd. | Method and apparatus for calculating the difficulty level of the music |
KR20170021315A (en) * | 2014-07-31 | 2017-02-27 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | Game system, and control method and computer program used in same |
-
2009
- 2009-02-16 KR KR1020090012248A patent/KR20090025321A/en not_active Application Discontinuation
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE102010029365B4 (en) * | 2009-05-29 | 2013-08-22 | Casio Computer Co., Ltd. | Method and apparatus for calculating the difficulty level of the music |
KR20170021315A (en) * | 2014-07-31 | 2017-02-27 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | Game system, and control method and computer program used in same |
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