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@@ -344,6 +344,14 @@ <h4 id="fishboids"><i>Creating Large Swarms of Fish</i></h4>
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<img src="/assets/screenshots/divinggameboids.png">
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<p>Overall this was very fun to make and I think it will add a bit more life and wonder into the game. There are certainly some areas for improvement (for example compute shaders don't even work with GLSL), but I think it's good enough that it can be used in the game.</p>
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<h4 id="creatingmusic"><i>Creating Music for our Game</i></h4>
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<p><i>By Alejandro B: May 3, 2025</i></p>
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<p>This blog post is going to cover my process for creating music for our game. In previous years, I have used the online tool <a href="https://beepbox.co/">BeepBox</a>, and other mods of it such as <a href="https://jummb.us/">JummBox</a> and <a href="https://ultraabox.github.io/">UltraBox</a>, to make music for our games. While these tools are great, I feel like I’m not very good at using them for anything other than chiptune-style music, and this year, we decided to steer our music direction away from chiptune and electronic-sounding music in general.</p>
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<p>Outside of video game music, as a composer of classical music I mainly use the music notation software Sibelius to write music. (Nowadays, Sibelius requires an expensive paid subscription to use its full version, but I’ve been able to get away with using a slightly older version of Sibelius with a permanent license from the olden days.) Sibelius also has quite good audio playback, and lets you export audio of your music. Since Sibelius is the software I’m most familiar with, and it would work well for the type of music we wanted for our game, I decided to use Sibelius to create this year’s game’s music.</p>
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<img src="/assets/screenshots/sibelius.png">
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<p>Asdf</p>
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