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midi_gameplay [2022/12/21 16:51] – created nightmarelyramidi_gameplay [2025/04/06 03:37] (current) nightmarelyra
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 +====== ☆ MIDI & GAMEPLAY ======
 +
 :!: WORK IN PROGRESS! :!: :!: WORK IN PROGRESS! :!:
  
 The third tab in Magma is where you put in your MIDI and add in additional important gameplay information for your custom. The third tab in Magma is where you put in your MIDI and add in additional important gameplay information for your custom.
 +
 +----
  
 === 1. MIDI === === 1. MIDI ===
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 Drag and drop your exported MIDI file with your chart into this bar. Drag and drop your exported MIDI file with your chart into this bar.
 +
 +
 +----
  
 === 2. AUTOGENERATION THEME === === 2. AUTOGENERATION THEME ===
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 If you have no venue in your MIDI, this dropdown menu will determine what kind of autogenerated venue will be used. Be aware that you need playtest sections for this to work, and it is highly discouraged to use an autogen venue for your final released build. If you have no venue in your MIDI, this dropdown menu will determine what kind of autogenerated venue will be used. Be aware that you need playtest sections for this to work, and it is highly discouraged to use an autogen venue for your final released build.
 +
 +----
  
 === 3. ANIMATION SPEED === === 3. ANIMATION SPEED ===
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 If your chart has wildly fluxating tempos its usually better to pick a animation pool reflecting the highest tempo in the song. For example, if your song jumps between 100bpm and 180bpm, picking "Fast" will usually look the best. If your chart has wildly fluxating tempos its usually better to pick a animation pool reflecting the highest tempo in the song. For example, if your song jumps between 100bpm and 180bpm, picking "Fast" will usually look the best.
 +
 +----
  
 === 4. HOPO THRESHOLD === === 4. HOPO THRESHOLD ===
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 This determines the note intervals required for a note to automatically become a Ho/Po on Guitar, Bass and 5-lane Keys. In most cases its best to leave this at 170 (default), but for faster songs it might also be worth bumping it up to 250 to make 5-lane Keys more fun to play if playing it on a guitar controller. This determines the note intervals required for a note to automatically become a Ho/Po on Guitar, Bass and 5-lane Keys. In most cases its best to leave this at 170 (default), but for faster songs it might also be worth bumping it up to 250 to make 5-lane Keys more fun to play if playing it on a guitar controller.
 +
 +----
  
 === 5. VOCAL GENDER === === 5. VOCAL GENDER ===
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 Sadly there is no Non-Binary option like in Rock Band 4, so for NB singers pick which one seems closest to their preferred gender expression and write a note about the vocal gender online when posting your custom. Sadly there is no Non-Binary option like in Rock Band 4, so for NB singers pick which one seems closest to their preferred gender expression and write a note about the vocal gender online when posting your custom.
 +
 +----
  
 === 6. VOCAL PERCUSSION === === 6. VOCAL PERCUSSION ===
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 Be sure to add a matching animation event in the Vocals track in your MIDI. Be sure to add a matching animation event in the Vocals track in your MIDI.
 +
 +----
  
 === 7. VOCAL SCROLL SPEED === === 7. VOCAL SCROLL SPEED ===
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 Be sure to test it in-game with Scrolling Vocals on to make sure the lyrics don't trail off the notes. In extreme cases, such as certain Vocaloid songs, it might be impossible to achieve perfect results. Be sure to test it in-game with Scrolling Vocals on to make sure the lyrics don't trail off the notes. In extreme cases, such as certain Vocaloid songs, it might be impossible to achieve perfect results.
 +
 +----
  
 === 8. VOCAL GUIDE PITCH === === 8. VOCAL GUIDE PITCH ===
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 Changes the volume of the vocal guide pitch in practice mode. Usually best left alone. Changes the volume of the vocal guide pitch in practice mode. Usually best left alone.
 +
 +----
  
 === 9. TUNING CENTS === === 9. TUNING CENTS ===
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 Allows for advanced pitch information on Harmonies. Best left disabled unless you know exactly what to do with it, as it is not needed. Allows for advanced pitch information on Harmonies. Best left disabled unless you know exactly what to do with it, as it is not needed.
 +
 +----
  
 === 11. MUTE VOLUME VOCALS / MUTE VOLUME === === 11. MUTE VOLUME VOCALS / MUTE VOLUME ===
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 Changes the volume of stems when missing notes. Best left alone in most cases. Changes the volume of stems when missing notes. Best left alone in most cases.
 +
 +----
  
 === 12. SONG RATING === === 12. SONG RATING ===
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 **4 - Unrated** **4 - Unrated**
   * Default leftover from RBN. Only use for playtesting versions where you haven't decided on an age rating yet.   * Default leftover from RBN. Only use for playtesting versions where you haven't decided on an age rating yet.
 +
 +Album art should also factor into the age rating, so a song labeled as Family Friendly should have a fairly unobjectionable album cover used in-game for example. In cases where you want to have a lower age rating for a song with an inappropriate album cover, see if there exists different cover art you can use, such as a single cover, best of compilation cover or even just replace it with a picture of the band's logo.
 +
 +----
 +
 +=== 13. DRUM KIT SFX ===
 +
 +The drum sound used when playing Overdrive fills or freeform drums before or after the song on Drums. The kits available are:
 +
 +  * Hard Rock Kit (default) - A standard, modern sounding drum kit
 +  * Arena Kit - A kit with a lot of reverb, giving the feeling of playing live in an arena
 +  * Vintage Kit - Old school drums of the kind used before the 80's
 +  * Trashy Kit - Noisy and abrasive drum kit, including St. Anger snare
 +  * Electronic Kit - Synth drum sounds, similar to those of an 808 drum machine
 +
 +Pick a sound you think will work well with the vibe of the song. Also remember that if you chart a song without multitracks, the drum audio from the song will not cut out while playing fills, so keep that in mind when picking a sound as well.
 +
 +----
 +
 +=== 14. SOLOS ===
 +
 +Used to mark if your song has a solo marker on any instrument for the sake of under-the-hood metadata. This should be done automatically when you import a new MIDI into your project, and is best left alone unless changes are made later to add/remove a solo marker.
 +
 +----
 +
 +=== 15. PRO GUITAR / PRO BASS ===
 +
 +This determines the tuning for a ProTar chart, with the basic value of 0-0-0-0-0-0 being E Standard. To get a different tuning for chord notations in-game, adjust each number up or down to change the base note of that particular string.
 +
 +----
 +
 +=== 16. SONG ID ===
 +
 +Used to tell the game the identity of your song, which helps differenciate it from previous versions, alternate charts, etc.
 +
 +----
 +
 +=== 17. DIFFICULTY ===
 +
 +These show how hard a song is to play in the song select screen. It is rated on a scale from 0 to 6, and should be based on how hard or easy the song is to play on Expert compared to other songs in Rock Band. We recommend basing this on the standards of official DLC rather than customs in most cases.
 +
 +**Tier 0 - Warmup** 
 +
 +Some of the easiest songs available, perfect for beginners. Must contain no parts that could feasibly fail out someone, assuming they pick an instrument difficulty they are ready for. Any vocal song that is all talkies should also be labeled as 0 dot.
 +
 +Examples:
 +  * Guitar: Lacuna Coil - Closer
 +  * Bass: Pat Benatar - Hit Me With Your Best Shot
 +  * Drums: AC/DC - Back In Black
 +  * Keys: Joy Division - Love Will Tear Us Apart
 +  * Vocals: 
 +
 +**Tier 1 - Apprentice** 
 +
 +One step above the easiest; can have a few harder parts while still being mostly passable.
 +
 +Examples:
 +  * Guitar: Nine Inch Nails - The Hand That Feeds
 +  * Bass: Ramones - Blitzkrieg Bop
 +  * Drums: Bon Jovi - Livin’ On A Prayer
 +  * Keys: Billy Joel - We Didn't Start The Fire
 +  * Vocals: Blink-182 - All The Small Things
 +
 +**Tier 2 - Solid** 
 +
 +When songs start getting a bit trickier while still below what one would consider the midpoint on the difficulty scale.
 +
 +Examples:
 +  * Guitar: Evanescence - Bring Me To Life
 +  * Bass: Deftones - Hole In The Earth
 +  * Drums: Fleetwood Mac - Go Your Own Way
 +  * Keys: Maroon 5 - This Love
 +  * Vocals: Three Days Grace - I Hate Everything About You
 +
 +**Tier 3 - Moderate** 
 +
 +The midpoint of the difficulty scale; songs here should be somewhat challenging but manageable with some practice
 +
 +Examples:
 +  * Guitar: Sum 41 - Fat Lip
 +  * Bass: Jefferson Airplane - Somebody To Love
 +  * Drums: Green Day - East Jesus Nowhere 
 +  * Keys: The Sounds - Living in America
 +  * Vocals: Alanis Morissette - Head Over Feet
 +
 +**Tier 4 - Challenging** 
 +
 +One step above the midpoint on the difficulty scale; can include trickier riffs, harder solos, bigger vocal ranges, but should still not be completely
 +
 +Examples:
 +  * Guitar: Pearl Jam - Even Flow
 +  * Bass: Disturbed - Inside The Fire
 +  * Drums: The Damned - Smash It Up (Part II)
 +  * Keys: Owl City - Fireflies
 +  * Vocals: Paramore - Brick By Boring Brick
 +
 +**Tier 5 - Nightmare** 
 +
 +This is where stuff starts getting pretty though; can include really fast riffs, shredding solos, complex rhythms and mind-bending vocal pitches. Just, you know, in moderation compared to the final tier.
 +
 +Examples:
 +  * Guitar: Lamb of God - Laid to Rest
 +  * Bass: Muse - Hysteria
 +  * Drums: Bullet For My Valentine - Scream Aim Fire
 +  * Keys: Edgar Winter - Free Ride
 +  * Vocals: Tenacious D - Tribute
 +
 +**Tier 6 (aka. Devil Tier) - Impossible** 
 +
 +Songs that are so though a majority of people wouldn’t be able to pass it without practice and well timed Overdrive activations. This often entails breakneck note speeds, incredibly complex patterns, huge vocal ranges, and other elements you would find in the final challenges of one of these games.
 +
 +Examples:
 +  * Guitar: Megadeth - Hangar 18
 +  * Bass: Cannibal Corpse - Hammer Smashed Face
 +  * Drums: Dream Theater - Panic Attack
 +  * Keys: Poni Hoax - Antibodies
 +  * Vocals: James Brown - I Got You (I Feel Good)
 + 
 +
 +== Additional Tier Information ==
 +
 +
 +  * While the main way to determine tiers is how hard the song is to pass on Expert, there are a few extra caveats: Bass tiers tend to also take into account how hard it is to keep a combo, and Vocals tiers are also based on how hard it is to actually sing the song in question naturally.
 +
 +  * Full band tier can be hard to guess without playing with a full band. As such, it's normal to put the full band tier as an approximate median of the other tiers. For example, if a song is mostly Tier 3 on a majority of instruments, it should be Tier 3 band tier as well. Devil tiers and above should accordingly bump the band tier further up.
 +
 +  * Tiers can be somewhat subjective at times, especially Vocal tiers. Try and put what seems to make the most sense in a general sense rather than based entirely on your own skill level.
 +
 +  * If there is a difference in difficulty between a Solo Vocals and Harmony chart, tier it based on which is harder.
 +
 +  * Normal Drum tiers should be based on the assumption of the player using 1 kick pedal. 2x Pedal Versions should as such have the same difficulty tier as the 1x Pedal Version.
 +
 +  * If you’re torn between two different tiers, pick one of the two choices at random and test it out in-game to see if you think it fits. It might also help to look at other examples of songs with similar parts.
 +
midi_gameplay.1671641469.txt.gz · Last modified: 2022/12/21 16:51 by nightmarelyra