The sound engine nesmaker currently uses is ggsound. GGSound's famitracker converter makes it pretty seamless to use sfx (you just prefix a track with sfx_, then use the sfx from your game after doing the normal export. its as easy as that, no massaging of data or code required.). I think their intention is to try to bridge from the famitracker text export to ggsound so the user doesn't have to fiddle with python or scripts, just import the file, or something, but their long term plan is to create their own tracker within the tool, as I understand it, from talking to Joe, hiding all those details completely.dougeff wrote:re: music...
All of it, but specifically getting music to play correctly in a game WITH sound effects (in-game sounds). Not easy.
Also, I can envision a day in the near future where people are coming here to ask 100 questions about how to fix problems with their nesmaker games. Maybe they should set up a separate forum.
I agree I think the amount of maintenance ahead of them for the modules they are planning is likely to be rather large, but it looks as though this kickstarter could reach dizzying heights in terms of funding so perhaps they will be able to tackle it.
Given the amount of maintenance they will have to do, I really hope someone eventually persuades them to use source control...