guitar_bass
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| guitar_bass [2025/03/29 19:36] – nightmarelyra | guitar_bass [2025/04/06 02:13] (current) – nightmarelyra | ||
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| - | ====== GUITAR & BASS ====== | + | ====== |
| :!: **WORK IN PROGRESS!** :!: | :!: **WORK IN PROGRESS!** :!: | ||
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| - | ==== Introduction ==== | + | ==== ☆ Introduction ==== |
| Charting Guitar (and from here on out Bass by implication) for Rock Band consists of creating a rough representation of the actual guitar part in the audio across the 5 button layout. The idea is to make it *feel* like you're playing a real guitar despite jamming out on a piece of plastic. | Charting Guitar (and from here on out Bass by implication) for Rock Band consists of creating a rough representation of the actual guitar part in the audio across the 5 button layout. The idea is to make it *feel* like you're playing a real guitar despite jamming out on a piece of plastic. | ||
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| - | ==== Layout ==== | + | ==== ☆ Layout ==== |
| {{ : | {{ : | ||
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| - **Force HOPO Off** - Makes it so a note marked by it will always be strummed no matter what. Only allowed on Expert and Hard. | - **Force HOPO Off** - Makes it so a note marked by it will always be strummed no matter what. Only allowed on Expert and Hard. | ||
| - **Solo Marker** - Marks the duration of the note as a solo, meaning it will count your note-hit progress for the section and give you a bonus in-game. | - **Solo Marker** - Marks the duration of the note as a solo, meaning it will count your note-hit progress for the section and give you a bonus in-game. | ||
| - | - **Overdrive** - See its own page for detailed explanation | + | - **Overdrive** - [[overdrive|See its own page for detailed explanation]] |
| - | - **BRE** - See its own page for detailed explanation | + | - **BRE** - [[big_rock_endings|See its own page for detailed explanation]] |
| - **Tremolo** - Creates a "strum lane" for the duration of it, used for parts with fast off-time strumming to help make it more playable. Use sparingly! | - **Tremolo** - Creates a "strum lane" for the duration of it, used for parts with fast off-time strumming to help make it more playable. Use sparingly! | ||
| - **Trill** - Creates a "trill lane" for the duration of it, used for parts with quick shifting between two different notes that would be hard to play consistently otherwise. Use sparingly! | - **Trill** - Creates a "trill lane" for the duration of it, used for parts with quick shifting between two different notes that would be hard to play consistently otherwise. Use sparingly! | ||
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| - | ==== EXPERT ==== | + | ==== ☆ EXPERT ==== |
| :!: Will add pictures :!: | :!: Will add pictures :!: | ||
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| * **Think about the pitches** - For a low-pitched note put it as Green, for a high-pitched note put it as Orange, as a very basic example. | * **Think about the pitches** - For a low-pitched note put it as Green, for a high-pitched note put it as Orange, as a very basic example. | ||
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| * **Consistency** - To help emulate the feeling of playing a song, try to keep the way you author a part consistent for each repetition. For example if a riff is charted as Red -> Yellow -> Blue, keep it as Red -> Yellow -> Blue for each repetition. | * **Consistency** - To help emulate the feeling of playing a song, try to keep the way you author a part consistent for each repetition. For example if a riff is charted as Red -> Yellow -> Blue, keep it as Red -> Yellow -> Blue for each repetition. | ||
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| * **Chords** - Unlike a real guitar, we use 5 buttons laid out differently than the 6 strings of that. As thus, you'll want to chart chords using 2, 3 or 4 strings as 2 notes at the same time, and bigger chords that uses 4, 5 or 6 strings as 3 notes at the same time. Consistency also applies here, but can be fudged a bit if there is a lot of really fast chord patterns that would be impossible to play (for example in a Technical Death Metal track). | * **Chords** - Unlike a real guitar, we use 5 buttons laid out differently than the 6 strings of that. As thus, you'll want to chart chords using 2, 3 or 4 strings as 2 notes at the same time, and bigger chords that uses 4, 5 or 6 strings as 3 notes at the same time. Consistency also applies here, but can be fudged a bit if there is a lot of really fast chord patterns that would be impossible to play (for example in a Technical Death Metal track). | ||
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| * **Sustains** - By increasing the note length to more than a 16th, it will create a visual tail after the note in-game, and the note need to be held down for the duration of it to get maximum score. As thus, you want to have a 16th gap between the end of a sustain and the next note for the sake of readability and to avoid a situation where optimal score is RNG, and in worst case audio cutting out awkwardly if using multitrack audio. | * **Sustains** - By increasing the note length to more than a 16th, it will create a visual tail after the note in-game, and the note need to be held down for the duration of it to get maximum score. As thus, you want to have a 16th gap between the end of a sustain and the next note for the sake of readability and to avoid a situation where optimal score is RNG, and in worst case audio cutting out awkwardly if using multitrack audio. | ||
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| * **Sustain length** - You'll want to make sure the sustain is long enough to be realistically able to whammy it at least once or twice with the whammy bar on the guitar controller. As thus, don't add sustains to absolutely everything even if it might look more realistic, as it will make it a worse gameplay experience. | * **Sustain length** - You'll want to make sure the sustain is long enough to be realistically able to whammy it at least once or twice with the whammy bar on the guitar controller. As thus, don't add sustains to absolutely everything even if it might look more realistic, as it will make it a worse gameplay experience. | ||
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| * **Pitch over technique** - You want to chart the way the song sounds rather than the exact technique of how it is played for the same reasons we can't chart chords entirely accurate; a real guitar with 6 strings is different from a 5 button controller. For example, if a song has a sweep that picks across different strings with different pitches without the guitarist moving their fretting hand, it should be charted as different notes and probably be Hammer-Ons rather than just a line of the same notes in your chart. This is not a guitar tutorial, its a guitar simulator. | * **Pitch over technique** - You want to chart the way the song sounds rather than the exact technique of how it is played for the same reasons we can't chart chords entirely accurate; a real guitar with 6 strings is different from a 5 button controller. For example, if a song has a sweep that picks across different strings with different pitches without the guitarist moving their fretting hand, it should be charted as different notes and probably be Hammer-Ons rather than just a line of the same notes in your chart. This is not a guitar tutorial, its a guitar simulator. | ||
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| * **Wrapping** - Since you can only represent 5 notes at once, you sometimes need to reorganize notes in a way that isn't 1:1 pitch accurate, but represents the movement and feel of the part. For example, if a solo keeps going up in pitch, you might have to repeat an ascending such as Green -> Red -> Yellow - Blue and then Red -> Yellow -> Blue -> Orange pattern multiple times in a row. This is one of the hardest parts to get used to, but by finding good ways to wrap you can massively improve the quality and feel of your chart. | * **Wrapping** - Since you can only represent 5 notes at once, you sometimes need to reorganize notes in a way that isn't 1:1 pitch accurate, but represents the movement and feel of the part. For example, if a solo keeps going up in pitch, you might have to repeat an ascending such as Green -> Red -> Yellow - Blue and then Red -> Yellow -> Blue -> Orange pattern multiple times in a row. This is one of the hardest parts to get used to, but by finding good ways to wrap you can massively improve the quality and feel of your chart. | ||
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| - | ==== HARD ==== | + | ==== ☆ HARD ==== |
| === Note Density === | === Note Density === | ||
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| - | ==== MEDIUM ==== | + | ==== ☆ MEDIUM ==== |
| === Chord Rules === | === Chord Rules === | ||
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| - | ==== EASY ==== | + | ==== ☆ EASY ==== |
| === Chord Rules === | === Chord Rules === | ||
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| - | ==== SUSTAIN RULES ==== | + | ==== ☆ SUSTAIN RULES ==== |
| {{ :: | {{ :: | ||
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| - | ==== ANIMATIONS ==== | + | ==== ☆ ANIMATIONS ==== |
| Here is how to make sure your character animates correctly on-stage. If not authored they will automatically be set to the default play animations for the entire song and never move their left hand, which often looks very odd. | Here is how to make sure your character animates correctly on-stage. If not authored they will automatically be set to the default play animations for the entire song and never move their left hand, which often looks very odd. | ||
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| - | ==== ADDITIONAL CHARTING INFO ==== | + | ==== ☆ ADDITIONAL CHARTING INFO ==== |
| This section contains further explanations on how to handle things like HOPO forcing, solo markers, and the like: | This section contains further explanations on how to handle things like HOPO forcing, solo markers, and the like: | ||
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| - | ==== MORE ADVICE ==== | + | ==== ☆ MORE ADVICE ==== |
| This section contains some additional advice on charting that might come in handy sometimes: | This section contains some additional advice on charting that might come in handy sometimes: | ||
guitar_bass.1743277019.txt.gz · Last modified: 2025/03/29 19:36 by nightmarelyra