- Learn
- Build a Game
- Pitch Shot
- Appendices
- D Tuning Tables
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.
Sunny MeadowLow and high1201020Sunny MeadowHilltop echo611220Sunny MeadowTwo voices1221420D.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.
13.80313.43413.972D.1.3 Floors
Every floor of every tower, from the ground up within its tower. material names a row of the Materials table.
woodwoodwoodD.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.
Wood Post1Wood PlankSound WoodStone Cube2Stone PlankSound StoneIce Cube2Wood PlankSound IceD.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.
0.241.12wood2.360.22wood0.560.56stone2.360.22stone0.560.56iceD.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.
999999D.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.
F353000F465000F sharp354000D.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.
Sunny MeadowBackdrop Sunny MeadowMusic Sunny Meadowstars-0Seaside BeachBackdrop Seaside BeachMusic Seaside Beachstars-1Autumn WoodsBackdrop Autumn WoodsMusic Autumn Woodsstars-2Red Rock CanyonBackdrop Red Rock CanyonMusic Red Rock Canyonstars-3Candy HillsBackdrop Candy HillsMusic Candy Hillsstars-4Snowy PeaksBackdrop Snowy PeaksMusic Snowy Peaksstars-5Jungle FallsBackdrop Jungle FallsMusic Jungle Fallsstars-6Pirate CoveBackdrop Pirate CoveMusic Pirate Covestars-7Mushroom GroveBackdrop Mushroom GroveMusic Mushroom Grovestars-8Volcano IsleBackdrop Volcano IsleMusic Volcano Islestars-9Cloud KingdomBackdrop Cloud KingdomMusic Cloud Kingdomstars-10Moonlit CastleBackdrop Moonlit CastleMusic Moonlit Castlestars-11D.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.
53Note F3Flourish F354Note F sharp3Flourish F sharp355Note G3Flourish G3D.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.
Low to high…Listen…Missed! Listen again…Not that one. Listen again…Listen: the note you want is higher.Listen: the note you want is lower.Listen. 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.
Found by ear, first time.Found after one wrong note.Found afterwrong 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
