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A rythym puzzle game,where you can create your own music and solve puzzles. Using a synthesizer and the LÖVE engine by creating epic trees where every leaf is a note!
Challenge mode, where you piece songs and tunes back together by ear.
Sandbox, let your creativity run wild with the entire synthesizer at your fingertips and the ability to export your creations as levels to send to your friends.
~
Game being created by Lewis Pearce.
Every donation finishes this game a little faster, thank you fantastic people!
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2 comments by StoneCrowUK on Jun 9th, 2012


There has been no updates for quite a while now and anyone who keeps an eye on the company page may have noticed a new game up with a test version out. Some people may have seen this and thought that I was taking time off AudioTree or was slowing development to work on other things, so I'm here today to bumper update you and reassure anyone that I am still developing this title.
Before I get into all that I would like to mention a great article about AudioTree on techzwn. HERE.
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The new debug menu system I'm using for making AudioTree.
The first thing I finished since the last post was a full realisation of the synth control panel and its related hud elements, such as a scrolling bar with the names of the sounds youve created on the bottom of your screen ready for selection. This was interesting to work on because I wrote a whole new way of detecting what leaf was closest that runs seperate from the closest branches, leading to me realising how stupid my previous way was.
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The first screenshot I took with the control panel and sounds attatched to leaves.
Next was some sweet bpm control and a bunch of improvements to the play system, now the section you are editing will loop no matter what your doing, making a new synth, editing the bpm or just adding stuff. This means faster workflow all around and much smoother feel to everything.
Although the reason this page has been so lacking in updates is something different, I'm currently working on adding the effects to the synthesizer in a new more external way allowing user effects to be quickly and easily added, this isn't something I can develop fast due to planning out how it works but modding support is important to me so its worth it!
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You'll see the bpm panel up in the top left.
Recently I decided to make the early version prototypes of AudioTree available, Hive and AudioTree version 0.1. These are both pre-audio versions and just show off some of creative and decisive process that has gone into creating the current version. I cannot guarantee they will be bug free because they are basically abandoned alphas, although I should say that the code contained within belongs to me and I would be highly grateful if you asked me before using it.
Hive: abandoned because of the limits of 8 sides and the utter confusingness of the way it worked, loads of controls and unneccesary stuff.
AudioTree0_1: moved on with a total reprogram because of sloppy code and early versions of libraries, also supporting the zooming code was far too complex.
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Hive's overcomplicated display was the inspiration for Audiotree's visual simplicity.
This is the game I mentioned at the beginning.
Deerhunter was developed to prove how fast it is possible to create rapid prototypes on the LÖVE engine. The game itself is simple you run around a small level shooting deer that spawn in waves (with a few more enemies planned soon) there are pickups and unlocks based on how big your spree is. Also I am planning to do the whole soundtrack in AudioTree to show off its capabilities once the effects are in! Currently only the fire and contact bloops are made in AudioTree.
The game is not finished yet and the base was only developed in 7 hours so no polish here.
Find its Indiedb page here.
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Screenshot of DeerHunter1066.
If anyone would like cheap tutoring in lua development or programming with LÖVE2d, or would like to use the code from DeerHunter1066 in their own please get in contact with me through indiedb. I can also put people in touch with a great pixel and digital artist for art help/tutoring if they contact me.
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Image behind this post is just an old image from the page.
The Techzwn article again.
As always have a great day and thanks for taking interest in my work.
Latest tweets from @obscureworlds
T.co OKAY update is online, enjoy :) happy christmas
Dec 23 2012, 8:14pm
Update has just been sent to the indiedb page, should be online tommorow will post a link then
Dec 23 2012, 4:06pm
Working on a launcher hub that will contain everything including the current version of Atree and an update to DeerHunter!
Dec 21 2012, 10:14am
YAY I'm back! Probably see some work from me next week, gonna chill this week and adjust my sleeping schedule to fit with coding and work.
Oct 15 2012, 10:29am
Not going to be able to work for the near future due to finding a job and it taking priority, cya in the near future :3
Aug 20 2012, 6:58am
Just swapped out all the font in Atree to the new font im using the great free font Lekton! loving it!
Aug 8 2012, 8:28am
New in Atree when I switch on debug the game checks if any of the code has been changed since it launched and reloads silently if it has!
Aug 5 2012, 4:16pm
BTW that doesn't mean I'll have the demo finished tonight just means I'll be closer.
Aug 5 2012, 4:13pm
30 trackers on AudioTree! Thanks guys, I'll devote some time tonight to the last few updates before the demo just for you :3
Aug 5 2012, 3:08pm
Actually put a little work into some art assets for a new game today, whats going on? Suddenly using art in my games! T.co
Aug 1 2012, 4:23pm
This is such a neat concept. Tracking.
Following, I love music games :D
Should put up a video with audio if a game revolves around sound
I want to get the effects interface and mod support for user effects in and then ill start doing videos and getting out a demo.
Shouldnt be long till i have the first demo out. got the trees playing music and the synthesizer all in and working, just gotta get some more support for the effects and bash a few bugs here and there.
First of all, tracked! I think this is a very cool concept, and I can't wait to see how it turns out.
Second, I'm pumped about all the modifications and customization you are allowing; that's going to make this game extremely replayable.
<2cents>
Third, I think changing the shape of the leaves is probably going too far; while I think it's cool and could lead to some more visual artistry involved in the process, I think it's not quite enough to spark people's visual imagination and interest, but it's not really necessary either. It could certainly be something to add later and to experiment with, but I would let people play the main game first and see if they could come up with any use for it.
</2cents>
Also, if you want any help with this project, I'm quite interested in testing and [possibly] level design (if I could make something interesting enough).
Thanks mate,
yeah my thoughts exactly about the leaves but since it should be fairly easy to implement i may aswell add it. It fits with a pretty mode im working on for this that adds extra options for visuals but will be slightly more taxing on computers.
There will be a demo/open beta to test after the sandbox is polished and challenge has a few levels.
Sounds like a plan for the leaves. And as for the beta, I'm there. Keep up the good work!
this looks awesome. tracked!!
Looks great, can't wait to see how it develops!