Request: New Type of Beat! I present to you... 'The Solo'

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hangingitout
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Request: New Type of Beat! I present to you... 'The Solo'

Post by hangingitout »

I have an idea for a new type of beat. I'm capable of creating a .gif example of what I mean, so I'll try to do that this weekend.

EDIT: Here's my example. It's an image, not a .gif. sry.
Image

As Guitar Hero has Guitar Solos, Cock Hero should have crazy solos as well.
Something that slightly strays from the main beat.

Here's the idea:

Currently, like 99.9% of beats are based on the song. Occasionally, there will be a few spots with 16th notes in some videos like Max, Max 2, or Fail that have a 'Speed up' or 'Quicken' moment. Also consider the 'Acceleration Challenge' videos. I really like the accelerations when it's timed correctly and I think this should be emphasized throughout the game and improved upon with deceleration, creating sort of a 'shifting gears' or 'roller coaster' kind of effect. You (the creator of the video) could opt to accelerate the BPM of the song, or utilize this idea when there is no music - just a beat.

The 16th notes should escalate and de-escalate BPM's. Slower then faster, slower then faster. Like an unpredictable wave. Sometimes the beat can be a little random. Sometimes it can just cruise for a minute with a simple 16th note beat. Or, alternatively, you can inject this throughout songs with normal fast beats.

I have also been thinking of how this could be visually represented on the beat-meater. This may seem a little abstract since you're reading about it and not actually looking at a visual representation.
Currently, the beat-meater works on a 1-dimensional plane with beats generally moving from right to left. If we create a 2-dimentional track along the bottom of the screen (like tablature or musical notation on a multi-line track) (but not covering up the material) the beats that are higher could be faster, and the ones on the bottom would be slower. If you're firing 16th note beats from the right side of the screen to the left side of the screen, the faster they accelerate, the higher they are. The slower the beat, the lower they are. So, when the beats hit the 'meater', the beats will rise as the tempo rises.

I don't have the means of creating a video myself, so that's why I'm putting this idea out there to see what you guys can come up with.

Oh, also as a side note/request, please keep the text in the game. I like seeing 'Faster!' or 'CUM NOW!!'. Breaks and warm-up's are usually unnecessary. My faves are 'Fail', 'Max', 'Max 2', and 'Pink Complex'. Please make more like these!

Thanks

8-)
Last edited by hangingitout on Sat Dec 28, 2013 5:42 am, edited 2 times in total.
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jackstock
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Re: Request: New Type of Beat! I present to you... 'The So

Post by jackstock »

sounds like this would be really hard to do. I like steady beats, personally
spiritusp
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Re: Request: New Type of Beat! I present to you... 'The So

Post by spiritusp »

I like the idea....can't wait to see your example.
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cockheroaddict
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Re: Request: New Type of Beat! I present to you... 'The So

Post by cockheroaddict »

Hmmm, I THINK I know what you mean but am still unclear as to exactly what you mean.Would like to also see the example.
hangingitout
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Re: Request: New Type of Beat! I present to you... 'The So

Post by hangingitout »

Updated - Check out the original post! :-D
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Re: Request: New Type of Beat! I present to you... 'The So

Post by brewster »

I'd love a new style of beat meter that innovates. It could show BPM like you just mentioned, or depth of the stroke, or even when to rub the head. Also a "Sine wave" type of soothing up and down motion to show for slow beats would be amazing!

Someone that's a wizard at After Effects make a tutorial please! Frivolous kinda improves on the beat meter by adding a progress bar on it.
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Re: Request: New Type of Beat! I present to you... 'The So

Post by xeenith »

me like where this is all going :p
hangingitout
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Re: Request: New Type of Beat! I present to you... 'The So

Post by hangingitout »

So are there any CH makers out there that would be willing to try this?
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Re: Request: New Type of Beat! I present to you... 'The So

Post by zingg »

sbew wrote:Hi - just signed up to Milovana 'cuz I'm taking my first tentative steps towards CH editing, and this post seemed the most relevant to what I've been toying with. I hope you'll indulge my tendency for the verbose.

I think what you are hoping for is really two things, a new more musical approach to beat construction, and a new graphic representation of that via the beat meter. What I'm doing is kind of along those lines. Let me just preface this by stating I just got after effects yesterday - so a wizard I am definitely not. But I do have a reasonably solid musical tech background.

As far as beats go, I've started off in Live 9, which has a cool function called audio to midi. So rather than build the beats exactly, I'm letting the software generate midi representations of the analogue sources, and dropping a stroke tone of choosing. I'm using stemmed out sources, so I'm generating midi patterns for stuff like drums, bass, keys, even vocal rhythms. and then just switching through them throughout the tune to build a comp midi track. So rather than cue beat changes with text like 1-1, 1-3, and so on - I wanted something more along the lines of follow the bass, keys, drums, etc - (that's just how I listen to music I guess).
This can lead to some real poly-rhythmic shit heavy with 16th notes, or even 16th note triplets (which you can simplify via quantization settings btw). Now I don't want anyone to accidentally rip their dick off because a congo player happened to be on speed the night a tune got tracked, so my approach to addressing this was to split the midi tracks into 2 - an upstroke and downstroke - further distinguished with a separate kick tone (kind of a lubdub heartbeat style) This kinda has the effect that brewster mentioned of better defining a stroke speed. the more distance between the upstroke and downstroke, the slower the stroke and vice versa.

Now graphically, I've only been able to expound upon the approach others have taken (and thanks for the youtube tutorial vid from brewster btw). What I've done is composite 2 stroke meters for each beat file, and separate them one on top of the other. Now I wanted to make the hit box more dynamic like frivolous and others have done, but I also wanted to it to reflect my upstroke/downstroke approach. I tried in vain to find some way to cue a graphic position change on those beat collisions (hand on a dick kind of thing), but my rudimentary knowledge of after effects was hampering that. I instead created 2 more waveforms, and rotated them 90 and 270 degrees - so they're going vertical in opposite directions - and seperated them graphically and horizontally somewhat. As the comp itself is still a long skinny box, you only ever see the one hit and you get this kind of piston like graphic in the hit box - which also adds to help designate stroking speed in my opinion.

So anyway, thats been my geeked out approach. As much as I wanted to wow peeps with a finished product, I'm of the opinion that without the knowledge and ideas that others have been kind enough to share on here I'd never have gotten on my way. My props go out to all the originators as well as innovators of CH - frivolous, sissy sandra, and brewster are my current faves but by no means form an exhaustive list.

And maybe someone out there can come up with a way to link a graphic position change to a beat collision.

If anyone has any questions, feel free to send me a pm.
Now this is genuinely the most interesting post I've read on the site, and I've been lurking for around 6 months. I'm really curious to see a sample video using this; but more than that, since it seems like a good deal of what you've done is at least partially automated, I'm curious to see if it's possible to script it and automatically apply it to arbitrary music. This could bring CH randomisers to the next level by feeding in songs and videos directly from a much larger pool.
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