- What permissions do you give others to modify and/or maintain your submission?
- Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
This is a way for mappers to make Rhythm levels like A Hat in Time's Rhythm Jump Studio or Super Mario 3D World's Beep Block Skyway
You can read the Guide.txt here or in the pk3, you can also examine the test map to see how it works
Rhythm Sync also has objects which switch states on beat:
Springs (Vertical, Horizontal and Diagonal)
Rings
Music used in test maps:
Pascal Michael Stiefel - Rhythm Jump Studio Rift
Beep Block Skyway but it's 12/8
You can read the Guide.txt here or in the pk3, you can also examine the test map to see how it works
Load the example map if you want to see how it works
MusicSync.Lua:
`MusicSync` is the table with the stuff you might need
`MusicSync.level` is `leveltime` in milliseconds (1000 = 1 second)
`MusicSync.switchstart` is the offset before checking for every beat in milliseconds
`MusicSync.switchtime` is the time between beats in milliseconds
`MusicSync.switch` is the variable you want to check for when you want something to happen on beat
SOC map header:
`Lua.rhythmmap` if set to true will enable all the music sync stuff
`Lua.millisecondsswitch` is time between beats in milliseconds
`Lua.millisecondsstart` is time until the first beat in milliseconds
`Lua.redblocktags` is the tags you want the block switch behaviour to work for (every beat red and blue switch states)
`Lua.blueblocktags` is the same as `redblocktags` but its the otherway aroung (red is solid at first, and blue is not)
example:
Lua.rhythmmap = true
Lua.millisecondstart = 1500
Lua.millisecondswitch = 1500
Lua.redblocktags = 101,102,103,104,105,106,107,108,109
Lua.blueblocktags = 110,111,112,113,114,115,116,117,118,119
(source from test map)
MusicSync.Lua:
`MusicSync` is the table with the stuff you might need
`MusicSync.level` is `leveltime` in milliseconds (1000 = 1 second)
`MusicSync.switchstart` is the offset before checking for every beat in milliseconds
`MusicSync.switchtime` is the time between beats in milliseconds
`MusicSync.switch` is the variable you want to check for when you want something to happen on beat
SOC map header:
`Lua.rhythmmap` if set to true will enable all the music sync stuff
`Lua.millisecondsswitch` is time between beats in milliseconds
`Lua.millisecondsstart` is time until the first beat in milliseconds
`Lua.redblocktags` is the tags you want the block switch behaviour to work for (every beat red and blue switch states)
`Lua.blueblocktags` is the same as `redblocktags` but its the otherway aroung (red is solid at first, and blue is not)
example:
Lua.rhythmmap = true
Lua.millisecondstart = 1500
Lua.millisecondswitch = 1500
Lua.redblocktags = 101,102,103,104,105,106,107,108,109
Lua.blueblocktags = 110,111,112,113,114,115,116,117,118,119
(source from test map)
Rhythm Sync also has objects which switch states on beat:
Springs (Vertical, Horizontal and Diagonal)
Rings
Music used in test maps:
Pascal Michael Stiefel - Rhythm Jump Studio Rift
Beep Block Skyway but it's 12/8