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The music ended up like that mostly because I wanted to be a cheapskate about the memory consumption on the sound side (with one exception (at least for what was used), that being the snare drum, it's all small BRR files just a few blocks at most, and I took advantage of hardware glitches to get different sounds out of the waveforms, along with a few hand-crafted ones here and there), and the Terrific Audio Driver allowed me to do just that not just with the samples, but also with the music data. For added fun, I also used an FM-like effect in both the Title Screen and Credits songs to produce a glockenspiel-like sound. And because I'm being so cheap with the memory, this also means I could use the highest possible EDL value if I wanted to, which I used for the Title Screen song.