<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Game Making Notes</title><link>https://game-making-notes.pages.dev/en/</link><description>Game design, rhythm and audio technology</description><item><title>Scheduling web audio with two clocks | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/research/two-clocks/</link><guid>https://game-making-notes.pages.dev/en/research/two-clocks/</guid><description>An explanation of two-clock audio scheduling based on Chris Wilson's technical guide. Includes a four-beat example at 120 BPM and the trade-offs of different scheduling horizons.</description></item><item><title>Osu2MIR: extracting beat-tracking data from osu! charts | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/research/osu2mir/</link><guid>https://game-making-notes.pages.dev/en/research/osu2mir/</guid><description>An examination of the Osu2MIR paper and public repository: how osu! timing points become beat and downbeat annotations, how those differ from gameplay targets, and how the study selects and evaluates its data.</description></item><item><title>MDA: connecting game rules and player experience | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/research/mda/</link><guid>https://game-making-notes.pages.dev/en/research/mda/</guid><description>An MDA analysis of a timing-game example, connecting rules, interactions and experience while keeping observed behavior separate from participants' impressions.</description></item><item><title>W3C publishes a Web Audio API 1.1 Working Draft | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/news/web-audio-1-1-2026/</link><guid>https://game-making-notes.pages.dev/en/news/web-audio-1-1-2026/</guid><description>A comparison of the September 22, 2026 Web Audio API 1.1 Working Draft with the first 2024 draft, focusing on OfflineAudioContextOptions.length and the checks needed to connect specification changes to browser behavior.</description></item><item><title>Andamiro announces Pump PHOENIX 2: over 600 songs and revised timing settings | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/news/pump-phoenix-2/</link><guid>https://game-making-notes.pages.dev/en/news/pump-phoenix-2/</guid><description>Andamiro's July 1 announcement introduces a green theme, Note Timing menu changes, UI improvements and Pumbility revisions. It schedules a July 9 Korean release and July 20 US shipping as plans at announcement.</description></item><item><title>Silent web games: checking autoplay and playback state | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/news/browser-audio-start/</link><guid>https://game-making-notes.pages.dev/en/news/browser-audio-start/</guid><description>How to investigate a silent web game by checking user actions, AudioContext state and file loading, including first playback and returning after an app switch.</description></item><item><title>Beat Saber v1.45.2 adds APT. and fixes chart and editor issues | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/news/beat-saber-apt-update/</link><guid>https://game-making-notes.pages.dev/en/news/beat-saber-apt-update/</guid><description>Beat Games' September 29 announcement adds a song and lists fixes for I Like It note placements, NISSAN ALTIMA preview audio and VR trigger inputs.</description></item><item><title>How rhythm games connect music, input and hit detection | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/insights/rhythm-game-components/</link><guid>https://game-making-notes.pages.dev/en/insights/rhythm-game-components/</guid><description>How rhythm games connect audio tracks, charts, target times, inputs, hit detection and feedback, with a step-by-step approach to investigating visual and audio sync problems.</description></item><item><title>Readable rhythm-game screens: color, direction and input areas | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/insights/rhythm-accessibility/</link><guid>https://game-making-notes.pages.dev/en/insights/rhythm-accessibility/</guid><description>How to preserve action cues beyond color, assess essential-signal contrast and check actual touch areas, using WCAG 2.2 within its applicable scope.</description></item><item><title>A ±80 ms timing window: boundaries and note selection | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/insights/judgment-windows/</link><guid>https://game-making-notes.pages.dev/en/insights/judgment-windows/</guid><description>How to calculate timing error and define inclusive hit-window boundaries, with a comparison of note-selection rules when two windows overlap.</description></item><item><title>Same BPM, different difficulty | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/insights/difficulty-curve/</link><guid>https://game-making-notes.pages.dev/en/insights/difficulty-curve/</guid><description>Compare input density and minimum intervals at 120 BPM. Design examples separate direction changes, memory length and lead time.</description></item><item><title>Chart design: BPM, the first beat and target times | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/insights/chart-design/</link><guid>https://game-making-notes.pages.dev/en/insights/chart-design/</guid><description>A two-bar example at 120 BPM shows how accents, rests and direction changes shape a chart. Includes a CSV and separates required inputs from the sounds played by each instrument.</description></item><item><title>Rhythm-game calibration: mean, median and timing error | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/insights/calibration/</link><guid>https://game-making-notes.pages.dev/en/insights/calibration/</guid><description>Seven hypothetical inputs show how a 45 ms median differs from a 61 ms mean. Covers correction signs, audio output conditions and variation between attempts.</description></item><item><title>Note timing and audio latency: two different problems | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/insights/audio-clock-and-latency/</link><guid>https://game-making-notes.pages.dev/en/insights/audio-clock-and-latency/</guid><description>How to compare display, audio and input clocks: their units and origins, music-position calculations, output timestamps and repeated timing measurements.</description></item><item><title>Taiko no Tatsujin: drumhead and rim as inputs | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/taiko/</link><guid>https://game-making-notes.pages.dev/en/history/taiko/</guid><description>Drumhead and rim strikes define Taiko no Tatsujin's basic controls. Starting with the 2001 arcade debut, the article examines those actions alongside the drums, characters and song selection.</description></item><item><title>SOUND VOLTEX: buttons and continuous knob control | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/sound-voltex/</link><guid>https://game-making-notes.pages.dev/en/history/sound-voltex/</guid><description>Buttons and rotary controls create discrete and continuous actions in SOUND VOLTEX BOOTH. Its official 2012 instructions explain how an input starts, continues and ends.</description></item><item><title>Rock Band: different instruments, one performance | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/rock-band/</link><guid>https://game-making-notes.pages.dev/en/history/rock-band/</guid><description>Guitar, drums and vocals divide the performance in 2007's Rock Band. Each part has its own inputs within a song that advances for the ensemble.</description></item><item><title>Rhythm Tengoku: anticipating input through sound and movement | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/rhythm-tengoku/</link><guid>https://game-making-notes.pages.dev/en/history/rhythm-tengoku/</guid><description>Ready sounds and movements teach intervals in Rhythm Tengoku. Developer interviews and the official karate guide explain that approach in the 2006 GBA game.</description></item><item><title>Rez: aiming and firing through sound, light and vibration | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/rez/</link><guid>https://game-making-notes.pages.dev/en/history/rez/</guid><description>Rez turns aiming and attacking into contributions to audiovisual rhythm. The article separates the 2001 original from the later Rez Infinite pictured in its examples.</description></item><item><title>Pump It Up: five panels and diagonal movement | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/pump-it-up/</link><guid>https://game-making-notes.pages.dev/en/history/pump-it-up/</guid><description>Pump's four diagonals and center create different routes from DDR's panel layout. The South Korean arcade game began in 1999; its movement demands show why note count tells only part of the story.</description></item><item><title>Project DIVA: songs, character performances and input cues | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/project-diva/</link><guid>https://game-making-notes.pages.dev/en/history/project-diva/</guid><description>Character performances and timed inputs share the Project DIVA screen. The article traces the 2009 PSP original and arcade expansion while using the later Mega Mix+ to examine cue clarity over video.</description></item><item><title>pop’n music: nine buttons, songs and characters | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/popn-music/</link><guid>https://game-making-notes.pages.dev/en/history/popn-music/</guid><description>Buttons, songs and characters give pop'n music distinct ways to welcome players and develop their skills. An examination of the series that began in arcades in 1998.</description></item><item><title>PaRappa the Rapper: call and response as a game | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/parappa/</link><guid>https://game-making-notes.pages.dev/en/history/parappa/</guid><description>PaRappa's teacher-led rap gives button patterns a place in the story. A look at call and response, beginning with the Japanese PlayStation release in 1996.</description></item><item><title>osu!: play, chart creation and the records of 2007 | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/osu/</link><guid>https://game-making-notes.pages.dev/en/history/osu/</guid><description>osu!'s 2007 records connect position-and-timing play with an editor and shared charts. Tests, public release, forums and ranking features mark separate stages in that development.</description></item><item><title>NecroDancer: deciding when and where to move | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/necrodancer/</link><guid>https://game-making-notes.pages.dev/en/history/necrodancer/</guid><description>Crypt of the NecroDancer joins rhythm inputs to dungeon choices in its 2015 PC version. Timing mistakes and route decisions require different explanations of the same result.</description></item><item><title>jubeat: pressing the signal on a 16-panel grid | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/jubeat/</link><guid>https://game-making-notes.pages.dev/en/history/jubeat/</guid><description>Sixteen panels put timing cues at the point of contact in jubeat, introduced in 2008. The 4×4 layout also asks players to divide attention and manage hand occlusion.</description></item><item><title>Guitar Hero: frets and strumming divide the performance | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/guitar-hero/</link><guid>https://game-making-notes.pages.dev/en/history/guitar-hero/</guid><description>Guitar Hero's 2005 controller gives one hand the frets and the other the strum bar. The resulting coordination connects timed inputs to the role of an on-stage performer.</description></item><item><title>Elite Beat Agents: touch location meets timing | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/elite-beat-agents/</link><guid>https://game-making-notes.pages.dev/en/history/elite-beat-agents/</guid><description>Taps, slides and spins share the DS with a story playing on its upper screen. Nintendo's manual for the 2006 North American Elite Beat Agents explains how the controls and two displays work together.</description></item><item><title>DJMAX: one song, multiple button configurations | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/djmax/</link><guid>https://game-making-notes.pages.dev/en/history/djmax/</guid><description>One DJMAX song can support different charts and button configurations. An examination of those choices, with the 2004 online-service origins distinguished from the later RESPECT V.</description></item><item><title>DDR: four arrows and the movement between them | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/ddr/</link><guid>https://game-making-notes.pages.dev/en/history/ddr/</guid><description>Direction cues meet movement preparation in DDR, which debuted in Japanese arcades in 1998. Later freeze-arrow guides and Pump's panel layout offer further points of comparison.</description></item><item><title>Cytus: timing through a moving scan line | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/cytus/</link><guid>https://game-making-notes.pages.dev/en/history/cytus/</guid><description>Cytus's moving scan line communicates timing across note positions. Beginning with the 2012 mobile game, the article follows the information players use from song selection through play to results.</description></item><item><title>1999: IIDX and the rise of instrument-shaped controls | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/beatmania-iidx/</link><guid>https://game-making-notes.pages.dev/en/history/beatmania-iidx/</guid><description>IIDX's seven keys and turntable, GUITARFREAKS and drummania give the hands and feet different jobs. Their controls distinguish the number of inputs from the actions needed to perform them.</description></item><item><title>beatmania: five keys and a turntable | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/beatmania/</link><guid>https://game-making-notes.pages.dev/en/history/beatmania/</guid><description>Five keys, a turntable and matching screen lanes define beatmania's 1997 arcade controls. Their relationship helps explain why musical tempo and chart density create different demands.</description></item><item><title>Beat Saber: moving directional cues into VR space | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/history/beat-saber/</link><guid>https://game-making-notes.pages.dev/en/history/beat-saber/</guid><description>Color and direction cues become arm movements in Beat Saber. The date reference is the 2018 PS VR release; later APT. screenshots illustrate song-specific staging.</description></item><item><title>Building a beat with kick, snare and hi-hat | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/guides/sound-layers/</link><guid>https://game-making-notes.pages.dev/en/guides/sound-layers/</guid><description>Compare drum placement and input targets at 120 BPM, hear half-time and tempo changes separately, and distinguish a mixed WAV, individual stems and scheduled event times.</description></item><item><title>How to write a playtest report: observations and impressions | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/guides/playtest-notes/</link><guid>https://game-making-notes.pages.dev/en/guides/playtest-notes/</guid><description>How to write a playtest report, drawing on Valve's published methods and the Portal postmortem. Covers research questions, facilitator scripts, observation records, units of analysis and revision decisions, with five fictional sessions and a report template.</description></item><item><title>Making a small game: from first input to a complete round | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/guides/make-a-small-game/</link><guid>https://game-making-notes.pages.dev/en/guides/make-a-small-game/</guid><description>How to build a small game, drawing on the Experimental Gameplay Project, Arkadium's prototype process and Godot's official tutorial. Covers design questions, technical risks, state transitions, restarting, production scope and completion criteria.</description></item><item><title>Why music loops break: duration, waveforms and reverb | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/guides/loop-seams/</link><guid>https://game-making-notes.pages.dev/en/guides/loop-seams/</guid><description>An 8-second, four-bar loop at 120 BPM explains boundaries and frame counts, followed by clicks, reverb tails and Web Audio loop settings.</description></item><item><title>How to write a game design document: rules and acceptance criteria | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/guides/game-design-document/</link><guid>https://game-making-notes.pages.dev/en/guides/game-design-document/</guid><description>How to write a game design document, drawing on the Diablo proposal, Grim Fandango's puzzle documentation and published studio design materials. Covers design principles, state transitions, hit-window boundaries, content tables and playtesting.</description></item><item><title>Designing a core loop: cues, actions and results | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/guides/core-loop/</link><guid>https://game-making-notes.pages.dev/en/guides/core-loop/</guid><description>How to design a core loop, using Nintendo's rhythm games, Valve's work on visual clarity and pacing, and the original MDA paper. Covers cues, choices, input feedback, learning, tension and a 16-target comparison exercise.</description></item><item><title>Choosing tempo and loop length for game music | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/guides/background-music/</link><guid>https://game-making-notes.pages.dev/en/guides/background-music/</guid><description>Define the input task and music's role, then calculate BPM and loop length. Includes comparison audio using the same drum arrangement at 100, 120 and 140 BPM, with a checklist.</description></item><item><title>Studying reference games through input and feedback | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/games/reference-games/</link><guid>https://game-making-notes.pages.dev/en/games/reference-games/</guid><description>How to compare player inputs, anticipation and learning, using official Rhythm Doctor and Hollow Knight descriptions alongside Rhythm Tengoku and CAT BEAT examples.</description></item><item><title>CAT BEAT: five modes built around left and right inputs | Game Making Notes</title><link>https://game-making-notes.pages.dev/en/games/catbeat/</link><guid>https://game-making-notes.pages.dev/en/games/catbeat/</guid><description>Boxing tests timing, VS Boss tests pattern memory and Cat's Day tests target recognition. Development screenshots show how the same controls support different kinds of play.</description></item></channel></rss>