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Weekly Update 2020-3 (Development)
4 years ago1,998 words
This week, I want to talk about what I'm doing with the music in Divine Dreams (the MARDEK Reimagining)! Here's the music for the fantasy intro, with the same piece from MARDEK for comparison.

∞ I talked in the paired Personal post about some of the feedback on the previous development post, and some important psychological concepts that are definitely going to apply to anything that I present here ∞. While I understand that not everyone who's interested in the game would be interested in reading about my personal ranting - that's why I'm splitting these up - I do think that if nothing else, you should watch this 2-minute video about something called the mere-exposure effect:



Things we're used to feel nicer than things that are new, and it generally takes a few exposures to any new thing before we warm up to it. So just keep that in mind when reading this.



The music's always been one of the most important parts of any game to me, especially things like character-driven RPGs. I put a lot of care into MARDEK's soundtrack - which I imagine was bigger than any other Flash game's soundtrack by far - though I was very much a beginner amateur composer. I'd never been taught, and my knowledge of music theory was rudimentary at best. So back then, everything I made was full of what I'd call 'raw creativity' - me just pouring out the instincts that bubbled up inside, or came to me from the aether if you prefer - but I hadn't yet developed the skills to properly refine any of it.

Since then, I've read a lot of books and watched a lot of videos about music theory, I've deconstructed and analysed compositions by others (though not as often as I should), and I'd say I've improved my skills a lot, though I've also realised a lot about what I still don't know. I'm still learning.

I think this is a very good metaphor:



A raw gemstone isn't an unpleasant thing. It's shiny and appealing, but it's rough and dirty in places. Cut gems lose a lot of their rough mass in the process, but their fascinating facets give a cleaner, deeper shape. Neither is 'better' exactly, but I'd say you'd find more admirers of the cut gem than the raw one.

MARDEK's soundtrack is a raw gem. I like it, but it's also obviously very amateurishly constructed, if you know what to look for. As such, I'll be completely redoing the soundtrack for this, like I did with Taming Dreams. I'll likely reference the old tracks on occasion, and I might heavily reuse some of the music from Taming Dreams since I was more competent when I wrote that (though we'll see how it goes since I actually like composing new music), but for the most part I'll be trying to capture the essence of much of the old music in a newer form. Trying to cut a gem from the shiny clump.

I've only composed a couple of pieces for Divine Dreams so far, and I wouldn't consider either final just yet. I was going to talk about both here, but I think that'd be a bit overwhelming, so I'll just talk about the music for the intro cutscene, since comparing this beginning section is a good way of showing the similarities and the differences between the old version and this.



The Intro

MARDEK began with a fantasy sequence, where Mardek and Deugan were pretending to be Mighty Heroes off on their quest to slay a dragon and save a princess. I feel that this is an iconic and important part of the story, so I wanted to keep it in this revision, but it has potential that wasn't utilised in MARDEK because of the improvised way the story came together.

So in this, since I know what's going to happen from beginning to end, I'm using this section both to say something important about the characters, and to foreshadow the rest of the story, in a way that wouldn't make sense until after you'd finished the whole thing. It's similar to Taming Dreams' intro in that sense, though I'll be trying to capture the snappiness and lighthearted tone of MARDEK's, so no long-winded esoteric tutorial before you've even started playing.

In MARDEK, Mardek and Deugan were actually little children playing a game of make-believe. In this, I'm using an idea I've been thinking about for ages, which is where they're both young adults playing a game of something like D&D instead. That way, I don't have to make separate child models, or have a huge time jump, and it means their dialogue can be a bit more sophisticated without it seeming wrong.

Originally the 'save the princess' thing was meant as a way of spoofing generic fantasy stories, but I feel that those aren't done anymore outside of parody, so it feels a bit dated. Instead, this is a "defeat the evil villain!" story, in a way that the actual plot wouldn't be. I posted this concept art on Twitter a while back, of The Devil, which replaces (and takes inspiration from) The Dragon, as well as Taming Dreams' Evil God (which was also inspired by The Dragon):



Like in MARDEK, I'm intending the intro to begin with an a stylised cutscene, with text. Here's a comparison of the text from the original and the text from this revised version:



I didn't originally intend it to rhyme, but it evolved into that as I worked at it, and it feels so much nicer like this, in my opinion. It also inspired me to have the cutscene's music match up with the lyrics; not planned exactly, but a nice instance of organic idea development with a really pleasing result!

You can see the original intro to MARDEK in the first minute or so of this longplay, from a post a while back (seems pointless to make a new video for it):



You're probably familiar with that already! Let's look at the actual sheet music of the piece that plays during the intro:



I don't know how many of you can read sheet music or know music theory, so I won't go into things like specific chords; the main thing to say about the harmony of this is "I had only the vaguest ideas of what I was doing". Overall, it's very much an unrefined gem; there's a lot here, but it's not polished.

To be clear, I like the music in MARDEK! When I listen back to this, I feel a twinge of regret that I've since lost the raw creative energy that produced music like this. But I also acknowledge how rough it is.

This piece is in the key of E minor, and it starts on a high E played on the strings. There's a fairly lengthy non-melodic intro section where the instruments are gradually introduced, and the mood is set.

This is followed by a four-bar section with stabbing cluster chords and quick runs, representing The Dragon (marked A in the image).

This is followed by a softer - but busier - section, "The Princess's Theme" (B). It plays once, then repeats, and during the repeat, the Mighty Heroes motif plays over the top of it... oddly, since they don't exactly harmonise with one another. I remember even back in the day I felt that was quite tangled, but I suppose over the years I've just got used to it. (This motif is also used in Emeela's theme.)

The Might Heroes theme (C) - or at least a variation of it - then plays with full brightness, speeding up and repeating with more depth and different variation, until a couple of bars transition into the Mighty Heroes track. It sort of trails off into it though, losing the momentum that was built up, and that music begins with just a drum beat.

I feel that while I lacked knowledge of technical harmony back then, I did at least have a feel for how to tell a story with a piece of music, and this is very much an attempt at that.

Now, for the Divine Dreams version...





I've uploaded it as a video, and you can see how the 'lyrics' correspond to the music, though in the export process some of them have been illegibly clumped together in a way they aren't in the actual file (annoying). Here they are again, for reference:

Atop the highest mountain, with limitless purview;
A castle, from which once the shining gods made dreams come true

The gods are gone now, slaughtered; The Devil stole their throne
His nightmare shadow casts the darkest era ever known

But lo! Two dashing dreamers, two brave and pure of soul,
Have travelled far, and fought through much, for their fantastic goal

With hearts of golden justice, earned power in their hands
These Mighty Heroes just might be the saviours of the lands!


Unlike the MARDEK version, there's just an A and a B section: dark and light. It begins with the same high E on the strings, but the melody begins on the piano much sooner.

The dark section is quite sparse, with extra notes added to the harmony selectively, to accentuate certain words. The first instance of 'gods' and 'dreams' are seventh intervals, which (deliberately) sound a bit off here. "Slaughtered" hits harder than what came before. "Devil" makes use of what's called a ∞ tritone ∞, historically known as "Diabolus in Musica" ("the devil in music"), which is an amusing little detail. There's some deliberate dissonance in the final line in this section to create a forbidding feeling.

The jump to the brightness - after a brief pause - is a massive tonal shift, but the actual melody is kept very similar, effectively tying the two halves together. The melody has a repeat with variation that jumps up a minor third to build momentum, anticipation, brightness, and harmonic colour that wasn't really there in the original.

This would lead directly into the new version of Mighty Heroes, which would use melody from this bright section as its primary motif. I haven't composed that (fully) yet though as I want to write themes for Mardek and Deugan first so then I can incorporate them into it.

I don't consider this finished yet, so I might change some things, but I like it enough to want to keep listening to it over and over, so that probably means it's a success!



Obviously there's a lot I've not said here, so people will fill in those holes with assumptions, or with memories, likely creating a picture that's not quite accurate. I wish I could just be posting a full demo of the intro section rather than a piece of it like this, but obviously that'll take time!

I've almost finished with planning the plot now (it's still my primary focus), but I'm intending to spend the rest of this month on it just so then I'm starting with as solid a foundation as I can. Then, in February, I'll try to build a demo of this intro section, which I'll then use as a starting point for promoting the game and building more of an audience.

I've got a lot of work to do, but I'm excited about where it's going so far! Please keep in mind the mere-exposure effect though when comparing your feelings about this to how you feel about something you've got an existing strong connection with! Perhaps it's a good thing to be showing this now actually, so then when it comes time for the demo, some aspects of it will be familiar and less jarring.

34 COMMENTS

Maniafig219~4Y
I knew the Devil reminded me of The Dragon/Evil God!! I do notice now that he has the Fear glyph on his forehead, interesting that Deugan chose that instead of the Destruction glyph to represent the Devil. He also has nipples which don't look like the Fear glyph, but just like nipples. Succulent nipples.

One thing I wondered during Taming Dreams was whether any of the monsters or the Evil God of the starting area were going to appear again later. One cool thing MARDEK did was make the party fight actual dragons in later chapters, and also have the Monsters from the fantasy sequence appear in second bonus dungeon.

I think the changes for the intro you've planned are a big improvement over Taming Dreams! MARDEK's intro is really snappy and punchy, while Taming Dreams's intro was plodding and cerebral. It's quite obvious when contrasting the MARDEK 1 playthrough and the Taming Dreams one. Starting the game off with some narration and an accompanying musical track is much more evocative than Enki and Mardek talking in a silent black void.

Interesting bit about the framework as a D&D session. Does this mean the cast are fully-aged from the start? This makes me wonder about the timeframe of events, Taming Dreams had the timeskip after episode 2 and the one after episode 3, is the reboot going to just have shorter timeskips (weeks/months) or no timeskips at all?
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Tama_Yoshi82~4Y
Now I just can't wait for a shirtless character saying they have the Fear glyph twice on their chest, and that it makes them very threatening and manly (and then for a female character to object and--ah, I'll stop there).
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JohnnyBoi45~4Y
Ok so I love the new little "poem" that makes up the intro text. It feels related to the actual themes of the game while still being clearly a "fantasy." The devil is visually super interesting, definitely something I'm excited to see modeled.

Mardek's music was always something I really loved, and I have no doubt that the music for this game will be fantastic based on what you've shown. Though I've disagreed with some of the developments you've shared in the past, posts like this help me (and hopefully others) remember that these are going to be games well worth experiencing.
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Tobias 1104~4Y
I'm very glad to hear it! All I want is to make something that can bring some enjoyment to people.
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NicoBros5~4Y
"To be clear, I like the music in MARDEK! When I listen back to this, I feel a twinge of regret that I've since lost the raw creative energy that produced music like this. But I also acknowledge how rough it is."

YEAH! ME TOO. I mean, basically I started caring about the meaning of the word OST" before I listened the whole soundtrack of the first 2 games.

And DUUDE. They were amazing!
Nothing can change my mind: Mardek's theme, Boss Fight and the Guardian Boss Fight themes are the best ones. PRINCIPALLY THE BOSS FIGHT.
It's a theme too forward of it's time. We're like at 2020 and I can't see any RPG with a boss fight song vibe like that one. It was COMPLETELY AMAZING.
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NicoBros5~4Y
I mean, someone also got a way to catch the same vibes of that song and OMG.
[LINK]

That guy just made a remix and it's just perfect.
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Tama_Yoshi82~4Y
Fun fact, I also made a remix of that song, although I also experimented in trying to extend it. No judging, I don't have a whole lot of experience!
[LINK]
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ALazyTotodile14~4Y
Ahhhhh, what a seductive and thoughtful rearrangement of that opening theme! The newer soundfont is a plus too--

Very excited to see how the music both creates and reinforces deeper aspects of the story!!
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Tobias 1104~4Y
Thank you!
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MarninPL33~4Y
I thought about putting it in the previous post, as it is not directly related to this week's topic, but then I realized it doesn't really matter. So, the question: do you plan to completely replace element system from the original games with the new, emotion-based one? Don't get me wrong, this idea is great and has a great potential. However, I also think that those natural elements that were used previously also had its charm. It also created that "RPG-ish" feeling, if that's even a word. I saw that in Taming Dreams you tried to link character designs with chosen elements, but I thought it would great if the connection between those two systems was even deeper. I feel like focusing mostly on emotions would take away some fantasy-feeling from the game. What do I mean by that is random monsters and encounters that are not related to human actions and their emotions. Maybe elements and emotions could actually co-exist and be tied together in case of humans (you know, water-sadness, fire-courage) but apart from that they could also exist separately? This way you could incorporate new ideas and tell more personal stories with the feeling-based system while also retaining RPG-natural-elements system the games had in the past. I believe this would appease older fans without restraining you and your new ideas. Or maybe I'm just typing rubbish. Anyway, your work so far is amazing and I can't wait for more!
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Tobias 1104~4Y
I'm not going using emotions in the same way that I did in Taming Dreams, where the 'battles' were entirely psychological, but it's sort of like a combination of the old MARDEK elements and that.

In the game's setting, consciousness is the underlying substrate of reality, and the 'elements' are sort of like the fundamental particles that it's made up of. So they're not so much 'emotions' as 'consciousness particles', if that makes sense?

So I'm using the term 'elements', but rather than fire, water, etc, they're Courage, Fear, Bliss, Destruction, Creation, and Sorrow. I wouldn't really call 'destruction' an 'emotion'! Things like fire, water, etc could be said to be formed of these consciousness elements in the same way those things might be in a dream.

They're essentially just evolutions of what I had in MARDEK. I posted this image of their glyphs on Twitter a while back; you can see the similarities: [LINK]&name=large

That is, you could fairly easily translate over Fire=Courage, Water=Sorrow, Earth=Creation, Air=Destruction (lightning etc), Dark=Fear, Light=Bliss.
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MarninPL33~4Y
Oh, I'm glad to hear that! But does that mean that all creatures and monsters originate from human consciousness and its state in given situation, or they can still just generate independently in random places without humans nearby? Also, will magic be more focused on the element-side or human-mind-side? Aaaand how about the use of conventional weapons? So many questions, ugh! I think the idea behind existence of monsters and ways to fight them should be summarized in a single post so it becomes more clear. Sorry if I'm being demanding, but I'm thirst for knowledge and confused at the same time.
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Tobias 1104~4Y
Why assume humans are the only source of consciousness?

'Conventional weapons' would be effective against monsters because they're made of dreamstuff too, fundamentally. It's like hitting a monster in your dreams with a sword you've also dreamed up.

Similarly, consciousness could generate effects like flames or whatever, so the magic equivalent is likely to be very similar to MARDEK's or any other fantasy game's, just with some different lore behind it.

I've probably written about these things in a few scattered posts, but perhaps I'll write a lore-specific post at some point. There's already a lore section on this site (check the footer, on the left), but there's not much there at the moment; I might update that at some point, for my own reference as much as anything.
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Metrux3210~4Y
Just out of pure curiosity, does this means your elements relate more to the five chinese elements? The basic principles of them is that everything is made of them, in smaller of bigger parts, and that humans and other living beings can only thrive in a state of balance. Like, in this manner your system seems very similar, a sword is made of dreamstuff, it has creation to make the body, destruction in it's principles, brings courage to the wielder and fear to the enemies, both bliss and sorrow in memories... All in all, some take bigger parts, others smaller ones, but all are needed to make it.

Am I somwhat correct? Really curious about this... And a lot of other things form your lore, to be honest xD
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Tobias 1104~4Y
I don't know anything about the Chinese elements, so there's been no deliberate attempt to mimic how they work! That's interesting though, if you see connections there.

I wouldn't say that all elements are used in everything in this setting; if anything they're comparable to the real elements on the periodic table, which all things are made up of, but not every thing contains them all. I suppose things would be 'of an element' if they're made up primarily of that element, whereas anything made up of a mix would register as 'non-elemental'? So a standard sword probably would contain all of them!

And it's good sign for what I'm doing with the lore if you're interested in finding out more about it!
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Ampersand68~4Y
I've been wondering if maybe they should be called something other than "elements" to distinguish them from "traditional" ones (as I can anticipate a lot more questions about why you'd switch from them due to them due to the name). The "mages" are already called "sentimancers", right"? So "sentiments" seems like it makes the most sense, though "sentiment" doesn't really underlie that they're a fundamental building block of the universe... speaking of, "fundaments" does have a nice ring to it, like they're the undergirding of the universe, though "principles" could also be a good term, since it encompasses two meanings- both the physical and mental/moral starting points from which the world is built up.
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Tobias 1104~4Y
They were originally called 'sentiments', but I've actually changed the name from that back to 'elements', and I'm using the term 'elemancy' for the magic equivalent ('sentimancy' was the term I was using when I was calling them 'sentiments'). I think 'elements' fits more than anything though because they play exactly the same role as the elements in MARDEK, and a lot of games tend to use some kind of 'elements' system with their own unique ones rather than the classical four (like Final Fantasy using Lightning and Ice, for example).
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Tobias 1104~4Y
Saul's been turned into a different character with a bigger story role (or he's sort of been merged with another)!

I liked the necessary strategy in Taming Dreams' Evil God encounter, but I think from a design standpoint I should aim to make the first boss easy to understand and beat (without being too easy) to draw people in rather than scare them away. But we'll see how it goes! I wouldn't want it as mindlessly easy as The Dragon...
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MarninPL33~4Y
Oh, since you already mentioned the difficulty of the first boss I would like to ask about overall difficulty of the game. Do you plan to keep it on the same level, or make it a little easier? Mardek 3 was pretty challenging in some areas, but in my opinion it was one of its advantages. You know, it encouraged backtracking in order to get better gear and stuff.
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Tobias 1104~4Y
I've given this absolutely no thought so far, so I can't say! I'm just assuming it'll be a fairly standard difficulty for a JRPG; easy enough for anyone to be able to get through the story, but with extra challenges like optional quests or bosses for people who want to put more effort in.
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Maniafig219~4Y
This is interesting, are we to assume this means the game structure is more like MARDEK than Taming Dreams overall?

The latter seemed like it wouldn't really have side content and focus strongly on a linear story progression with predetermined party configurations, whereas MARDEK had stuff like Camria and entire bonus dungeons and the whole 'assemble a party!' thing.

I've been curious in general how much the game would be like Taming Dreams and MARDEK respectively. But perhaps some of those details are also still foggy to you?
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Tobias 1104~4Y
Everything's subject to change since it's still early days, of course, but what I'm imagining is something that's essentially MARDEK but with some bits inspired by Taming Dreams. MARDEK's free-roaming wouldn't have worked in Taming Dreams because I was planning to release all those short episodes, but since these ones will be much larger, there's much more opportunity for quests and things that are woven through the entire chapter/episode (I still don't know which of those words to use!).

In my current plans, the first/fourth one is mostly linear, like MARDEK 2 was, except for some stuff that becomes available at the end. The other two are a lot more freeform, allowing the player to choose the order they do the quests. Or I suppose it's like MARDEK 3, where you can sort of do things in any order, but you have to do certain things before others unlock, so you end up starting and pausing several quests rather than just starting then finishing them in sequence.

It seems like the best way to do it, since it's what a lot of people have mentioned liking about MARDEK, and I enjoyed it myself in my recent playthrough!
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Metrux3210~4Y
So, I've come very late to this party... Only heard from a friend that you would be remaking Mardek, spent the last few hours looking through the posts, and I must say... I'm very much impressed. This seems great, and incredible, and got me feeling all excited, both to see how the new comes, and how the old ties it.

More on this post, I really liked the new intro music, and especially how it goes in the same rhythm as the lyrics, I could accompany the reading with the music and it feels nice, especially for a story focused rpg.

On a more distant note, even knowing it has nothign to do with this post... I was a really big fan of your pokemon alike games in the past, both the virtual "mixing creatures" game and the more recent (though still old) of ruins and reviving ancient creatures. Of course the pokemon appeal is part of it, but your take on it was unique and incredibly interesting, at least for me. I was wondering if you have thought about them or something similar? After all, this new universe made of god's dreams and miasma could very well accept something in this vein, maybe in the same way as dragon quest did it, with the tamers, appearing little in the main series but having their own series of adventures. Anyway, just a thought and sorry for the long post, thanks for all your hard work and here's wishing all the luck with this project ^^
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Tobias 1104~4Y
I'm glad to hear you're impressed rather than put off by changes, and I hope you'll stick around to see where this all goes!

I'd love to return to the monster-catching genre in some form, but I know from trying it a bunch of times that it's just too much work for one person alone. Plus I'm trying to stick with one project at a time rather now than jumping around between several like I did in the past, and it's likely I'll be focusing on this Divine Dreams thing for the next few years.

One thing I'm maybe planning to include is a character whose skills are based on essentially collecting and summoning monsters that you face, but I don't know any details yet because I've not got to that point in development!
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Metrux3210~4Y
I guess it's good to focus on a single thing at a time, it was more for curiosity and hope that I asked ^^

About this character that summons, I find it very interesting, and would just like to say it doesn't need to be battle long summons, something like instantaneous summon effects is also a possibility, like in final fantasy, and could still be very cool, while diminishing the work load to make it happen.
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Tobias 1104~4Y
Oh, I forgot Final Fantasy summons worked as a single attack, actually! What I have in mind is summoning creatures as allies who you can then control alongside the rest of your party until they die, which I find much more interesting!
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yikole4~4Y
Hey, long-time lurker here, posting for the first time. I've been keeping up with things on and off since the first Mardek game hit Kongregate, which was....2007, ~13 years ago. Wow.

It's been an adventure reading about all that's happened over the years (with chunks missing here and there where life got too busy for me to check up on Fig Hunter/Alora Fane). It's been pretty fascinating as I've grown up and always come back to see what you were up to, and it's not an overstatement when I say that the Fig Hunter/ Alora Fane blog posts have at least in part shaped who I am and given me things to reflect on as I've matured from a 9-year-old to now 22. Hopefully not sounding too weird here, but really, there are very, very few things that I've kept up with for this long.

It's late where I am and I have work tomorrow morning, so I don't really have much time to write more, but I do have one question about music.

What program do you use to make your music? I'm not sure if I've seen you mention it before, and I'd like to try it, if I can. I've been making music on Ableton Live since I was ~17 ish, though for the past half a year or so I've really not done much. That one personal blog post where you mentioned how having a high creative ambition leads to a feeling of having wasted one's potential if one doesn't use that creativity (I believe that was what it said, I'm pretty tired right now and could've forgotten) is ringing pretty true for me right now. I'm planning on getting back into music-making soon in Ableton, since my workload this semester is pretty manageable, but I'd also like to try whatever program you use, if possible, just for something new.

Good luck with everything! I'm going to sleep.
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Tobias 1104~4Y
Hearing things like this really helps me to feel what I'm doing is worth something, so thank you! I hope that what I continue to make and write will continue to add something to your life!

There's enormous satisfaction in looking back over something we made ourselves, so I hope you're able to find the time to make music! I've never heard of Ableton Live, but I just looked it up and I see it's midi-track-based, which I think most music-making programs are? I started with one of those, but switched to something called Sibelius a year or two before I made the first MARDEK, because it uses a sheet music layout, and I was just starting to learn the piano back then so I felt it'd help me with reading music. I don't know how it compares to other music composing programs since I've never really used any, but I like it! It requires a strong familiarity with sheet music notation though, and there's no real control of the timbre/sound of the notes like you'd get with the track-based programs. It's the kind of thing a Classical composer might use.
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yikole4~4Y
I'll check it out. I'm pretty weak at reading sheet music; I've played piano for a few years, stopped, then played it for a few years again, and I've always been unable to sight-read even the simplest songs, so maybe Sibelius will give me some good practice. In any case, I need to get back to making music, lol.
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yikole4~4Y
I looked into Sibelius, curious to try it out. How would you say the free version and the two paid versions compare to each other? Which version have you used?
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Tobias 1104~4Y
I'm currently using a version which I pay a relatively small subscription fee for, so whichever one that is! There's only one really minor feature that I don't have access to (it's something most people wouldn't even notice or need), but I don't know how much is disabled in the free version, so I can't say how it compares to that!
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yikole4~4Y
Cool, thanks. I'll try out the free version and see how it goes.
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Joygrad1~4Y

Will there be Mardek 4?
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