Day 46 of making a Game Boy music tool for my game's audio.
The re-creation of the Link's Awakening overworld theme is finished. It should sound identical to original hardware.
I now consider the tool "good enough" to use for making original music. ๐
#MayGame #gameboy #zelda #linksawakening
Day 26 of making a Game Boy music tool for my game's audio.
You can now add and edit "Instruments." Each one is a configuration for one of the Game Boy's audio channels.
The goal is to allow swapping Instruments mid-song to change how each channel sounds.
#gameaudio #gameboy #MayGame #gamedev
I can relate. ๐ #gamedev #gameaudio #MayGame
Day 22 of Making a Game Boy music tool for my game's audio.
Huge milestone today. I recreated the indoor music from the The Legend of Zelda: Link's Awakening! This should sound almost identical to what you hear ingame. I love the bell sounds. ๐ฅฐ
#gameaudio #gameboy #MayGame #zelda #linksawakening
Day 21 of Making a Game Boy music tool for my game's audio.
Patterns can be created, stamped, edited, and deleted.
Channels can be toggled on and off.
Loop point can be set.
I feel like this enables all the basics of making a song from scratch. ^^
#gameaudio #gameboy #gamedev #MayGame
Day 18 of Making a Game Boy music tool for my game's audio.
Real-time playback now matches original hardware.
...when it plays at 22050 samples/sec (instead of 44100)
...and when buffer is filled at 120 fps.
Which....you know...This works. I'll take it. ๐ฅฐ
#gameaudio #gameboy #gamedev #MayGame
An image of a work-in-progress music-creation software. There are three main parts: the left side shows parameters for different instruments. The middle shows a vertical view of all notes in the song, split into four columns, with one column per music channel. The right side shows a grid displaying the locations of all the notes based on their pitch.
Day 16 of Making a Game Boy music tool for my game's audio.
The refactor is complete. ๐ฅฒ Adding new things will be much easier now. Such as...
Can now toggle between playing one pattern (right) or entire song (middle). Saving/loading song state works too.
#gameaudio #gameboy #gamedev #MayGame
An image of a work-in-progress music-creation software. There are three main parts: the left side shows parameters for different instruments. The middle shows a vertical view of all notes in the song, split into four columns, with one column per music channel. The right side shows a grid displaying the locations of all the notes based on their pitch.
Day 14 of Making a Game Boy music tool for my game's audio.
Added a vertical panel which will show the entire song, with one column per channel. The green box is the same sequence of notes that is visualized on the right side.
#gameaudio #gameboy #gamedev #MayGame
A picture of a large gray window, with a graphical piano keyboard at the right side, with a music-tracker-like grid to the right of it for playing notes.
Day 13 of Making a Game Boy music tool for my game's audio.
Added software envelope for WAV Channel.
Added speed, beats/measure, steps/beat inputs.
Overhauled input event handling including more flexible scrollbars. Can now set a starting position (blue bar)
#gameaudio #gameboy #gamedev #MayGame
Day 12 of Making a Game Boy music tool for my game's audio.
You can now set the length and scale of the pattern. Grid colors and note names will update to match.
A marker tracks the current place in the song.
And you can place and remove notes as well!
#gameaudio #gameboy #gamedev #MayGame
Day 11 of Making a Game Boy music tool for my game's audio.
Reworked all timers to scale off a 2^22 Hz timer (the GB CPU speed) instead of 44.1k Hz output.
This fixes some issues with resampling and also eliminates all these ugly floating-point timers. ๐
#gameaudio #gameboy #gamedev #MayGame
Day 10 of Making a Game Boy music tool for my game's audio.
It's starting to look like an actual music tracker.
Made the visual piano vertical, made its notes clickable. Added a grid for music notes. Tool can now visualize and play back a simple melody. ๐ถ
#gameaudio #gameboy #gamedev #MayGame
Day 9 of Making a Game Boy music tool for my game's audio.
With the Noise Channel (#4) now implemented, all the basic audio capabilities are done! Did a major code refactor as well.
Think I'll take a day off before deciding that to implement next.
#gameaudio #gameboy #gamedev #MayGame
Day 8 of Making a Game Boy music tool for my game's audio.
The WAV Channel (#3) is now implemented!
It allows for custom waveforms (yay!)
But it can cause audible crunching and pops if you're not careful with it (the Triangle and Sin Wav show this).
#gameaudio #gameboy #gamedev #MayGame
Day 7 of Making a Game Boy music tool for my game's audio.
Added the Period Sweep feature (slowly increase or decrease the frequency of a note). Perhaps you recognize these sound effects?
With this, all features of the Pulse Channel are now implemented! #gameaudio #gameboy #gamedev #MayGame
Day 6 of Making a Game Boy music tool for my game's audio.
Left/right panning and volume envelopes (ie fadeouts) are now in place, following GB limitations.
Long envelopes result in a bell-like sound ๐ฅฐ and short ones cause a stubby blip-like sound.๐
#gameaudio #gameboy #gamedev #MayGame
Day 5 of Making a Game Boy music tool for my game's audio.
The tool now streams and manipulates audio in real-time, rather than generating individual note samples.
Pulse channel can now be edited via the interface - all based on original hardware capabilities. #gameaudio #gameboy #gamedev #MayGame
A screenshot of the program Audacity, showing three different waveform tracks stacked vertically. All three of them are extremely similar. the top one is labeled "Game Boy Emulator #1". The middle one is labeled "My own audio tool". The third one is labeled "Game Boy Emulator #2. Its sound waves are flipped. no idea why. sounds the same though."
Day 3 of Making a Game Boy music tool for my game's audio:
Noise channel is now functional. The basics, anyway.
I checked its output against two popular Game Boy emulators (for the same hardware parameters) and its speed and amplitudes line up pretty well!
#gameaudio #gameboy #gamedev #MayGame
I've tried several programs for recreating Game Boy-like music, but they just haven't been clicking for me.
So I decided to try making my own. ๐ซ So far I've got a Godot program that plays a square wave sample of the correct pitch of the piano key being played.
#gamedev #musicdev #MayGame
I'm still learning #Godot, and I keep finding new interesting things.
Like how it has Text To Speech stuff built-in and just a function call away.
Like, wow! I mean, I wouldn't use it for voice acting but for accessibility it honestly doesn't seem that difficult to support. #gamedev #MayGame
In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. ๐บ๏ธ๐
You can also see them on the items screen, on top of items that are part of a quest. ๐ป๐
Quests with no item yet will show an item wireframe. ๐๐
#MayGame #indiegame #cozygame #gamedev #gaming
A screenshot from a Steam page for a game. It reads: "Full Controller Support: Xbox Controllers, Playstation Controllers"
Did more controller testing the last 2 days (including Bluetooth). Made some minor fixes and optimizations too. I now feel confident enough to update the Steam page with this:
๐ฎ Full Controller Support! ๐ฎ
#MayGame #gamedev #indiegame #cozygame
I've overhauled the System Menu for #MayGame. The options are now laid out in a grid and have character animations when active. The Map and Items menus are accessible as tabs, too.
Animations need fine-tuning but otherwise pretty happy with this.
#WishlistWednesday #gaming #indiegame #cozygame
Happy New Year everyone! ๐
The first Developer Diary for "May and the Amazing Bouquet" is live on Steam! I talk about development in 2025, what's coming in 2026, and how many wishlists we have so far!
store.steampowered.com/news/app/373...
#gaming #indiegame #cozygame #gamedev #MayGame
I've seen some indie games with a built-in achievement-tracking screen and decided to make one too.
Not every gaming platform has an achievements system, so this would make sure everyone could experience it.
#gaming #indiegame #cozygame #MayGame #gamedev
A flowchart showing a dozen-ish menus for an indie game in development and how they are connected to each other.
Aaaaaallllllright holiday shenanigans are over. *stretches*
Time to get back to work on the game('s menus).
(I think this is the full diagram of what's needed and how they're connected. Just need to finish implementing.)
#gamedev #indiedev #MayGame
Input customization options are now fully functional in my indie game! Let me show you!
#MayGame #gaming #indiegame #cozygame #ScreenshotSaturday
300 indie games will be featured on this showcase premier today, including "May and the Amazing Bouquet"! Take a look - you're bound to see something you'll like!
#gaming #indiegame #MayGame
The save file screen for #MayGame is now fully functional.
Composed a small song for it and also several sfx using Furnace.
May's sprite will change depending on where you are in the game.
#gaming #indiegame #cozygame #indiedev #indiegamedev
The pause/options menus have gotten a visual overhaul! Added icons and reused the parchment style of the map screen.
Still not 100% satisfied but this feels much better than the plain black and white windows from before.
#gaming #indiegame #cozygame #MayGame #WishlistWednesday #gamedev