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I tried running MKVI on linux using a lutris game's wine prefix and it worked. I don't know if I'm the first person to run this on linux, but I'm laying claim to that title until further notice.

Everytime I try to open the program, I get an error that says "illegal memory address". I still get this error when I set the compatibility mode and opening it in administrator.

Does anyone know how to fix this problem?

Most people have this problem because it's a very old bit of software written in Dark Basic (for Mk III) and Blitz Basic (for Mk V), sadly I don't have the source code anymore for me to update it.
It might be worth asking on the Vincesauce reddit since Vinny featured it a few years ago, I don't know what he did to get it working.

when i open the program it shows "Illegal memory address" i tried changing the compatibility same thing, even tried opening it in administrator still shows the same error

Hi ColdsterColdy, the software was written in the days of Windows XP. The issue seems to be something to do with DirectPlay. If you read the comments further down I think there's a fix.

i found the comment the thing is i tried it with  DirectPlay disabled and enabled still the same thing

how i save my song?

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Download Audacity. In audacity set the recording device to "stereo mix". Press record, then start Dunc's Algomusic.

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Hello....when I am looking for BASIC's information, I find your webpage. It seems that you like to use BASIC to develop programs. If you are interested in developing an entry in BASIC, you are welcome to join the following game jam!
https://itch.io/jam/jam-for-all-basic-dialects

er, hi, I'm not sure if  this is the right place to ask, but after using  DAM mk VI for a while,  I've gotten really curious.

What do the letters mean at the bottom of the screen? And if you add extra sounds, do existing seeds change, or are the custom sounds just incorporated into the same song? :p

Thanks a lot for making this, it's really really cool. I've been spending a lot of time just listening to the music it makes :)

The letters were an attempt to break the song into sections, so a "B" would have an adjusted chord sequence and "C" would be a bridge. It didn't work out too well though. 

I can't think right now what would happen to the seeds if you add sounds, it's been a long time since I looked at the code. If someone tries this, let us know.

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I reckon this isn't going to be updated within the foreseeable future, or do you plan on working on it at some point?

I had other things I wanted to do with it, but I'm focusing on writing a book at the moment.

Because the notes trigger using GameMaker's object collision, I had pictured other things moving on the screen that would interact with the "pointers". On the second hand, I am worried that I'm just piling on "stuff" instead of trying to work in some actual music theory. Then on the third hand, I think that if I try this I will make it worse - maybe DAM is better when it's doing wierd or ambient things. 

I've made the source code available for anyone who wants to tinker around with it.

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If you ever do go back, just develop it how you want to, no pressure there. Hopefully the book goes well!

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Hi Trixie, I have uploaded the source code. It is in GameMaker Studio 2 format. It's provided as-is: if you don't have GMS2 I'm not sure how you can read it.

If anyone wants to adapt and publish that's fine as long as there's a link back here.

Incredibly interesting idea and realisation! Good job

Thanks!

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i love dunc's algomusic. i no longer have to bother with the trouble of searching for new music to listen to. i just press space every once in a while and enjoy the pure bliss

I absolutely love this app.  Is the source code  in the download page the only thing I need to compile it? I'd love to be able to play around with it and learn more about the music theory behind it. 

Hi dwaters, the source code for Mk V is in Blitz Basic, it was designed to go into games so you also need some loop that calls the functions  - it may be possible to adapt into other languages.

Mk VI is in Gamemaker Pro, and I can share the source code with anyone who is interested.

I'm a little late to the party but I'd love the source for gamemaker.

Hi, the gamemaker source (for Mk VI) should be with the downloads. 

Oof I completely misunderstood.  I'm sorry.  I meant BASIC source, if available.

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Is there any way to stop it from muting on lost focus???

E: Apparently it's only doing it when I click onto a Chrome window. Weird

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Heard about this from Vinesauce. Super cool and gonna use some of the songs as placeholder music for my game.


I really wish there was some way to export the songs though. I had to jump through all kinds of hoops to get a song saved.

Second to that, a play/pause feature.

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Audacity will record the audio.

I was wondering, is there any way to add more musical options by adding more .wavs/.ogg samples into the Audio/Music folders? Or will the program just ignore them and not generate anything involving them? 

With VI you can just drop ogg files into the audio folders and it will incorporate them.

That's really awesome, thanks for the response! 

I would be up for testing a MacOS version...

Thanks, I'll see what my compile options are as soon as possible.

Unfortunately, although I have the compile option for MacOS, I still need a MacOS device. I would need to work with someone who has a Mac and GameMaker Studio. 

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I want to ask you a question. Can I use samples from the "music" folder in my own game?

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Hi Kat. The site I got them from were publishing them as public domain, so yes.

The sounds are courtesty of the Philharmonia Orchestra. The website is http://www.philharmonia.co.uk/explore/sound_samples if you want to grab your own.

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wow thank you so much :D

I press F for you for making that cool program, I use your program instead of radio lmao :)

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