Thankyou for your comments, im glad you enjoyed the game
I like your idea about the movement relitive to the camera - its a technique i use in my rpg engine, Shisaku. It is a simple matter to add more camera modes which the player can cycle through with C, theres no reason why one cant cater to that request so i have already put it on my "to do" list
haha you noticed about the pulsing pickups and stuff
Its true that it doesnt use the music for that - it has some preset timers which are synced to various BPM's and depending on the track's preset bpm it switches timers so that it can sync to the right pulse speed.
I could do real time beat detection - the basic idea I have for doing that would be to scan the lowest 5 or 10 frequencies of the sound and adverage them up, you would then adverage all the adverages you have taken over the past second or so and any value which is a significent jump over the expected adverage would be considered a beat. That would be a beat caused by something bassy though as thats what those frequencies represent - a kick drum or a singular bass shot. Doing the same with the higher frequencies would give me cymble hits and some snares - a possibility here to do special things in visualisation for kicks and cymbles/hihats which would be quite cool
But to be quite honest it wouldnt be as accurate as syncing with the literal bpm and would take a fair amount of extra processing per tick - the game wanted optimising so I decided to foresake it for now
About the platforms - i did think about wether or not to move the player with platforms that move on the x and z axis' but in the end I went for no. It works the same way in super monkey ball on the game cube, it forces a certain amount of skill on the part of the player to then keep time with the platforms and allows for other types of puzzles. Example, on the level "Contract, Expand" the entire level is a set of moving platforms constantly contracting and expanding which you must keep time with to reach your goals - the level would be completly pointless if the game handled that aspect for you
Another example is on the level "BREAKS!!!" there is one moving platform you need to get on for the last colours and optionally that moving platform will allow you access to another one that is moving significantly faster and takes you to a plasma pickup. It can be hard to time getting on it and harder still to stay on it - but it isnt required to complete the level, only to get a 100% cleared bonus at the end
This is why I designed platforms like I did ^^
Again thanks for the good comments - I will be continuing work on Iro for a bit, theres LOTS of stuff to add, bugs to fix and optimisations to make - this game offers alot of possibilities
Thankyou for motivating me