Build a GameCreating Pitch Shot

Appendix D — Tuning Tables

The numbers that make Pitch Shot play the way it does. Change them to remix the game: the game’s Logic reads them from here. Try one change at a time, and run the game after each. If something stops working, put the old number back.

D.1 Data Tables

D.1.1 Stages

The 120 stages in the order they are played. stars is how many stars the stage has earned so far (0 to 3; the live table keeps it). place is the stage’s place; semitonesPerFloor is how many semitones higher a note must be to sit one floor higher; firstTower and towerCount say which rows of the Tower Plans table are its towers, firstNote and noteCount which rows of the Notes table are its singing notes.

Data TableStagesData Structure: Stage
IMPORT CSV120 rows, from a file
FIRST ROWS3 of 120, to compare
Row 0Stage 1
placeSunny Meadow
nameLow and high
semitonesPerFloor12
firstTower0
towerCount1
firstNote0
noteCount2
stars0
Row 1Stage 2
placeSunny Meadow
nameHilltop echo
semitonesPerFloor6
firstTower1
towerCount1
firstNote2
noteCount2
stars0
Row 2Stage 3
placeSunny Meadow
nameTwo voices
semitonesPerFloor12
firstTower2
towerCount1
firstNote4
noteCount2
stars0

D.1.2 Tower Plans

Every tower of every stage, in stage order (0 is a stage’s leftmost). x is where the middle of the tower stands (meters); its floors, from the ground up, are floorCount rows of the Floors table starting at firstFloor; roof is the material of the two cubes on its top, or empty for no roof.

Data TableTower PlansData Structure: Tower Plan
IMPORT CSV220 rows, from a file
FIRST ROWS3 of 220, to compare
Row 0Stage 1 tower 1
x13.8
firstFloor0
floorCount3
roof
Row 1Stage 2 tower 1
x13.4
firstFloor3
floorCount4
roof
Row 2Stage 3 tower 1
x13.9
firstFloor7
floorCount2
roof

D.1.3 Floors

Every floor of every tower, from the ground up within its tower. material names a row of the Materials table.

Data TableFloorsData Structure: Floor
IMPORT CSV925 rows, from a file
FIRST ROWS3 of 925, to compare
Row 0Stage 1 tower 1 floor 1
materialwood
Row 1Stage 1 tower 1 floor 2
materialwood
Row 2Stage 1 tower 1 floor 3
materialwood

D.1.4 Materials

The three materials a floor can be made of. support is the block that holds the floor up at each side, supportsHigh how many of them stand one on another, plank the block that lies across them. knockSound is the Sound a block of that material makes when it lands or shatters; the Block Kinds table’s material column names these rows.

Data TableMaterialsData Structure: Material
Row 0wood
supportWood Post
supportsHigh1
plankWood Plank
knockSoundSound Wood
Row 1stone
supportStone Cube
supportsHigh2
plankStone Plank
knockSoundSound Stone
Row 2ice
supportIce Cube
supportsHigh2
plankWood Plank
knockSoundSound Ice

D.1.5 Block Kinds

The five kinds of block: the size of each (meters), the size its Object’s picture and Collider have, and what it is made of (wood, stone or ice): how it knocks, what it throws when it lands hard, and whether it shatters.

Data TableBlock KindsData Structure: Block Kind
Row 0Wood Post
width0.24
height1.12
materialwood
Row 1Wood Plank
width2.36
height0.22
materialwood
Row 2Stone Cube
width0.56
height0.56
materialstone
Row 3Stone Plank
width2.36
height0.22
materialstone
Row 4Ice Cube
width0.56
height0.56
materialice

D.1.6 Towers

The towers of the stage being played (0 is the leftmost). cut is the height (meters) from which a tower is coming down: every block whose bottom is at or above it comes loose. 99 means the tower stands whole; the stage resets the table when it starts.

Data TableTowersData Structure: Tower
Row 0Tower 0
cut99
Row 1Tower 1
cut99
Row 2Tower 2
cut99

D.1.7 Notes

Every singing note of every stage, low to high within its stage: its pitch name, its MIDI number, and the tower of its stage it sits in (0 is the leftmost). x and y are where it sits (meters): Build The Stage works them out (Where A Note Sits) and keeps them here when the stage starts.

Data TableNotesData Structure: Note Spot
IMPORT CSV470 rows, from a file
FIRST ROWS3 of 470, to compare
Row 0Stage 1 note 1
pitchF3
midi53
tower0
x0
y0
Row 1Stage 1 note 2
pitchF4
midi65
tower0
x0
y0
Row 2Stage 2 note 1
pitchF sharp3
midi54
tower0
x0
y0

D.1.8 Places

The twelve places, in the order they are played; each has ten stages in the Stages table, whose place column names the place. backdrop is the picture behind its stages and its maps. tune is the Sound that plays while its stages are played. starsKey is the name the device keeps the place’s stars under.

Data TablePlacesData Structure: Place
Row 0Place 1
nameSunny Meadow
backdropBackdrop Sunny Meadow
tuneMusic Sunny Meadow
starsKeystars-0
Row 1Place 2
nameSeaside Beach
backdropBackdrop Seaside Beach
tuneMusic Seaside Beach
starsKeystars-1
Row 2Place 3
nameAutumn Woods
backdropBackdrop Autumn Woods
tuneMusic Autumn Woods
starsKeystars-2
Row 3Place 4
nameRed Rock Canyon
backdropBackdrop Red Rock Canyon
tuneMusic Red Rock Canyon
starsKeystars-3
Row 4Place 5
nameCandy Hills
backdropBackdrop Candy Hills
tuneMusic Candy Hills
starsKeystars-4
Row 5Place 6
nameSnowy Peaks
backdropBackdrop Snowy Peaks
tuneMusic Snowy Peaks
starsKeystars-5
Row 6Place 7
nameJungle Falls
backdropBackdrop Jungle Falls
tuneMusic Jungle Falls
starsKeystars-6
Row 7Place 8
namePirate Cove
backdropBackdrop Pirate Cove
tuneMusic Pirate Cove
starsKeystars-7
Row 8Place 9
nameMushroom Grove
backdropBackdrop Mushroom Grove
tuneMusic Mushroom Grove
starsKeystars-8
Row 9Place 10
nameVolcano Isle
backdropBackdrop Volcano Isle
tuneMusic Volcano Isle
starsKeystars-9
Row 10Place 11
nameCloud Kingdom
backdropBackdrop Cloud Kingdom
tuneMusic Cloud Kingdom
starsKeystars-10
Row 11Place 12
nameMoonlit Castle
backdropBackdrop Moonlit Castle
tuneMusic Moonlit Castle
starsKeystars-11

D.1.9 Pitches

Every pitch the game uses, low to high. midi is the pitch as a MIDI number (60 is middle C); noteSound is the piano note that sings it. flourishSound is the short rising run it plays when it is the called note found.

Data TablePitchesData Structure: Pitch
IMPORT CSV27 rows, from a file
FIRST ROWS3 of 27, to compare
Row 0F3
midi53
noteSoundNote F3
flourishSoundFlourish F3
Row 1F sharp3
midi54
noteSoundNote F sharp3
flourishSoundFlourish F sharp3
Row 2G3
midi55
noteSoundNote G3
flourishSoundFlourish G3

D.1.10 Messages

The words the player reads in the message pill, one row per message. Logic names the row; the table holds the words.

Data TableMessagesData Structure: Message
Row 0lowToHigh
wordsLow to high…
Row 1listen
wordsListen…
Row 2missed
wordsMissed! Listen again…
Row 3notThatOne
wordsNot that one. Listen again…
Row 4hintHigher
wordsListen: the note you want is higher.
Row 5hintLower
wordsListen: the note you want is lower.
Row 6howToPlay
wordsListen. The notes sing from low to high, [new line] then one of them is called. [new line] Pull the happy note back and let go. [new line] Hit the singing note that matches: [new line] higher sounds sit higher up, lower sounds lower down.

D.1.11 Found Words

The card’s message, by how many wrong notes came before the called note was found: row 0 for none, row 1 for one, row 2 for two or more. words is the line (on row 2 the words before the number); wordsAfterNumber is what follows the number on row 2.

Data TableFound WordsData Structure: Found Line
Row 0First Time
wordsFound by ear, first time.
wordsAfterNumber
Row 1One Wrong Note
wordsFound after one wrong note.
wordsAfterNumber
Row 2More Wrong Notes
wordsFound after
wordsAfterNumberwrong notes.

D.2 Logic Numbers

The numbers and colors each Logic Component keeps in its Shared Variables and Per Instance Variables, with the Starting Value its card gives. A value set on its Object, under Variables in the Properties, or on a placement in the Scene, wins over the value here.

SHOW THE MESSAGE
  showSeconds ................ 2.6
BUILD THE STAGE
  groundHeight ............... 1.3
  floorHeight ................ 1.34
  supportSpread .............. 0.94
  roofSpread ................. 0.6
  noteAboveFloor ............. 0.56
BOB WHILE WAITING
  bobMeters .................. 0.03
  secondsPerSwing ............ 1.43
SING IN THE OPENING
  openingStartSeconds ........ 0.6
  afterHowToPlaySeconds ...... 0.3
  secondsBetweenNotes ........ 0.52
  swellScale ................. 1.32
  swellSeconds ............... 0.45
  pauseAfterOpeningSeconds ... 0.75
COME DOWN WHEN STRUCK
  knockSpeed ................. 0.45
  cutTolerance ............... 0.02
  nearMeters ................. 0.33
  lookAheadSeconds ........... 0.034
FALL WITH A KNOCK
  landingSpeed ............... 2.4
  landingDrop ................ 2.2
  hardDrop ................... 4.2
  iceLandingSpeed ............ 4.8
  iceLandingDrop ............. 3
  iceShotSpeed ............... 3.3
  iceKnockSpeed .............. 5.2
  fieldBottom ................ -3
  fieldLeft .................. -3
  fieldRight ................. 22.2
  effectLayer ................ 60
SOUND THE FALL
  knockGapSeconds ............ 0.045
  fadePerSecond .............. 2.5
  smallCrashKnocks ........... 3
  bigCrashKnocks ............. 8
  quietKnocks ................ 0.5
  fadeStepSeconds ............ 0.05
SLOW THE MOMENT
  slowPace ................... 0.3
  easeSeconds ................ 0.05
  slowSeconds ................ 0.55
  shakeStrength .............. 0.008
  shakeSeconds ............... 0.35
WATCH THE TOWERS FALL
  settleSeconds .............. 2.5
ANSWER THE SHOT
  shakeMeters ................ 0.06
  shakeSeconds ............... 0.5
  shakeStepSeconds ........... 0.05
  burstLayer ................. 60
CALL A NOTE
  secondsBeforeCall .......... 0.35
REPEAT THE CALL
  quietSeconds ............... 8
  mostRepeats ................ 2
  waitSeconds ................ 1
PLAY THE PLACE'S TUNE
  crossfadeSeconds ........... 1.5
MAKE WAY FOR THE NOTES
  holdSeconds ................ 1.6
  secondsToFadeOut ........... 0.25
  secondsToFadeIn ............ 1.4
  stepSeconds ................ 0.05
LOAD THE HAPPY NOTE
  bandOffsetX ................ -0.01
  bandOffsetY ................ 1.01
  secondsAfterShot ........... 0.35
PULL BACK
  maxPull .................... 1.75
  launchPower ................ 9.2
  reach ...................... 2.6
  reachLeftOf ................ 7
  aimAreaTop ................. 8.8
  startAngle ................. 40
  startPull .................. 0.75
  degreesPerSecond ........... 50
  pullPerSecond .............. 0.5
  lowestAngle ................ -10
  highestAngle ............... 80
  leastPull .................. 0.2
  stepSeconds ................ 0.02
  shortestShot ............... 0.24
FLY
  stillSpeed ................. 0.25
  stillSeconds ............... 0.8
  longestFlightSeconds ....... 9
  rollingHeight .............. 1.7
  rollingSlowdown ............ 2.5
  fieldLeft .................. -1.2
  fieldRight ................. 20.4
  fieldBottom ................ -1.2
  checkSeconds ............... 0.05
  groundHeight ............... 1.3
  screenLeft ................. 0.4
  screenRight ................ 18.8
  dustBelowNote .............. 0.2
  dustLayer .................. 60
  hitBounce .................. 0.15
  springBackBounce ........... 0.4
  nearRadius ................. 1.2
ASK AGAIN
  secondsAfterMiss ........... 0.6
  secondsAfterWrongNote ...... 1
  hintAfterWrongNotes ........ 2
STRETCH THE BAND
  bandThickness .............. 0.08
SHOW THE FLIGHT
  secondsBetweenDots ......... 0.055
  firstDotScale .............. 0.875
  shrinkPerDot ............... 0.0175
  smallestDotScale ........... 0.3125
  groundHeight ............... 1.3
  screenRight ................ 19.2
  highestShown ............... 12.8
MAKE THE AIMING DOTS
  dotCount ................... 33
POINT TO THE CALL
  besideMeters ............... 0.78
  aboveMeters ................ 0.58
  bobMeters .................. 0.08
  secondsPerSwing ............ 0.52
  showSeconds ................ 4.5
LIGHT A STAR
  starNumber ................. 1
FILL THE BAR
  fillSeconds ................ 2.4
WIN THE STAGE
  twoStarWrongNotes .......... 2
BRING UP THE CARD
  cardAfterSeconds ........... 1.6
  latestCardSeconds .......... 3.5
  restSeconds ................ 0.4
PLAY THE TITLE TUNE
  crossfadeSeconds ........... 1.5
OPEN THE PLACES
  fadeSeconds ................ 0.25
OPEN A PLACE
  fadeSeconds ................ 0.25
SHOW THE PLACE PICTURE
  lockedAlpha ................ 0.55
DIM WHEN LOCKED
  lockedAlpha ................ 0.5
OPEN A STAGE
  fadeSeconds ................ 0.25
LAY OUT THE PLACES
  columns .................... 6
  firstCardX ................. 1.85
  firstCardY ................. 7.35
  across ..................... 3.1
  down ....................... 3.1
LAY OUT THE STAGES
  columns .................... 5
  firstCardX ................. 2.4
  firstCardY ................. 6.9
  across ..................... 3.6
  down ....................... 2.6
LAY OUT A PLACE CARD
  pictureAbove ............... 0.44
  nameBelow .................. 0.62
  starsBelow ................. 1.04
  starLeft ................... 0.4
  countRight ................. 0.5
LAY OUT A STAGE CARD
  numberAbove ................ 0.46
  nameBelow .................. 0.66
  starsBelow ................. 0.14
  starSpacing ................ 0.44
SING THE FINALE
  secondsBetweenNotes ........ 0.16
  firstNoteSeconds ........... 0.1