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(+1)

I tried mashing buttons to follow the intended usage as described on the game page. The engine ran out of sprites, resulting in an error screen. Specifically, it says "output_sprites vector is full. can't hold more sprites." Specifically that seems to happen whenever mashing buttons while holding the 7th chord button.

On the concept itself, I think this might be down to differing musical tastes or different expectations on who would use such a device. However, I think the idea of giving musical inspiration and the idea of restricting to only what will basically sound good are conflicting ideas.  I've seen it elsewhere too, though, so your tastes might be more popular in the hobbyist game dev sphere. (also my liking of the locrian mode and modes in general may be an indication of what sort of musician I am)

Thanks for the feedback! Yeah this is definitely designed first and foremost for those who want to dip their toes into music rather than those who are experienced composers (this was actually made for a specific person I know who lamented on not having something like this)

That said, I am ALSO a fan of the locrian mode and I would love to extend the functionality of the device. Not just with added modes, there are many things I thought about adding that just didn't fit an MVP or were a struggle to fit in the confines of the GBA: inversions / voicings, other chord types, the ability to break key... all of these I think are essential in actual interesting composition work, so this definitely is more of a toy as it stands.
Inspiration wise I think personally I get more out of using the sequenced arpeggio as a melody generator of sorts than the available chordset.

Thanks for the bug report as well, that's really frustrating since I know how to fix it pretty quickly... aaaah well.