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Work in Progress / Oldschool (retro demo)

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enderleit
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Joined: 30th May 2007
Location: Denmark
Posted: 24th Jan 2011 16:58 Edited at: 26th Apr 2011 06:17
OLDSCHOOL - Now including source code.

REQUIRED ADDONS FOR COMPILING:
- IanM's matrix1utils
- Cloggy's d3d_func

Oldschool is a retro demo/intro inspired by old C64/Amiga demos.

As I am a big demo fan myself, and started watching demos back in the C64 days, I wanted to make kind of a tribute to the oldschool demos with some cool effects from that time.

Please have a look at it and comment away...

UPDATED: 26. April, 2011
I have updated the source-code with some more comments to make it easier to decipher...
Also added a couple of new videos of the demo.

UPDATED: 30. January, 2011
The download now includes full source code and media for the demo, incase you want to take a look.
I decided to release the code as I've had too much other stuff going on that I haven't had time to work on this very much, and I was planning on releasing it after completion anyway.
Some of the code might be a little messy, but feel free to ask questions and I'll try to help.
I also added a new message writing module, where you can write messages using the bitmap font to the screen dynamically.
Part 2 has a simple message showing its use.

UPDATED: 27. January, 2011
The second part has been updated with some directional lighting, which looks very nice. Also if you keep watching the objects will reappear with different colors.
The attached download has been updated.

UPDATED: 26. January, 2011
The demo now has a second part which I think is VERY cool. I have also improved the intro and part 1 a little bit. Keep watching the logo in part 1.
Also keep watching a little bit in the second part.
You can switch between the parts by pressing SPACE, and ESCAPE quits the demo.

BTW: The second part isn't completely done, but the main effect is pretty much done. I still want to add a different background effect and perhaps some informative text.

A video of the intro and part 1...


A video of part 2's shaded vectorballs...



CREDITS
Code & Art: Martin Enderleit
Music: Peter W - I love my 64 (Feat. Slaygon)

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Ermes
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Joined: 27th May 2003
Location: ITALIA
Posted: 24th Jan 2011 18:35
ok downloading this easter egg!!!



[img][/img]
Ermes
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Posted: 24th Jan 2011 18:49
more Amiga than c64 i think.

nice work, but i advice to change the starfield, it is not so good as you can do for sure.

well, i don't know if i can write this or not...



if someone is hurted of this, i will sudden delete it.



[img][/img]
Virtual Nomad
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Posted: 24th Jan 2011 21:40
nice

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enderleit
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Posted: 24th Jan 2011 22:36
Quote: "Ermes said: more Amiga than c64 i think."

The effects are ideas taken almost directly from some old C64 intros. Just the resolution and art is a bit better here.
The logo is probably more Amiga though yes, and the font.

Quote: "Ermes said: nice work, but i advice to change the starfield, it is not so good as you can do for sure."

If you are suggesting I didn't do my best work on the stars, you are right. I have a few ideas, like using some star-images instead of dots. (maybe animated)

Quote: "Virtual Nomad said: nice"

Thanks.

Mr Kohlenstoff
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Posted: 25th Jan 2011 10:40
Nice effect and fitting music. A bit short, obviously, but a good start. And I have to "admit" I like the starfield. Even though it might not be as... away blowing as these demos usually tend to try to be. Anyway - would you tell me how you realized the distorted title? Memblocks? I'd think that memblocks (or any other non-shader-method in DBP for that matter) were to slow to be used to achieve such effects in realtime.

Ermes
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Posted: 25th Jan 2011 10:53
maybe image of 1 pixel height and a sin/cos function.



[img][/img]
Mr Kohlenstoff
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Posted: 25th Jan 2011 11:32 Edited at: 25th Jan 2011 11:32
Oh true, that's very possible. Even though I'm not sure if that would be faster than memblocks, since pasting many small images proved to be slow as well, at least for me. Anyway, probably both methods would still be fast enough to be used in this demo. I mean, there's not that much happening, after all.

The Slayer
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Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 25th Jan 2011 13:53
Good work, enderleit! Very Oldschool!
This reminds me of the good old C64 days! Jeeez, I loved my Commodore, man!
The raster bars, scrolling text, and starfield (as simple as it was) are very C64-ish. The music is a bit too modern to suit the sound of the commodore, but its still nice!
I personnaly don't think that the starfield needs more special effects, at least if you want it to look oldschool.
Well done, dude!

Cheers

SLAYER RULES! YEAH, MAN!!
Kevin Picone
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Posted: 26th Jan 2011 02:27 Edited at: 26th Jan 2011 02:35
yes, that's pretty well done.

enderleit
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Posted: 26th Jan 2011 06:48
Quote: "Anyway - would you tell me how you realized the distorted title?"

You guys almost had it right. I put each line in an image, but I use sprites to show it.

enderleit
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Posted: 26th Jan 2011 21:22
UPDATED: 26. January, 2011
Added a second part with a new oldschool effect, and some improvements to the intro and part 1.

Download in top post has been updated.

BTW: If anyone is good at drawing cool logo's and would consider making a better logo for me, please say so.

Mr Kohlenstoff
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Posted: 26th Jan 2011 21:39 Edited at: 26th Jan 2011 21:40
Hey this one looks cool. A bit too colorful if you ask me, maybe you should try using a completely gray cube instead. Still very nice. You should, however, mention that effect 2 can be started by pressing Space within this thread, because this important piece of information comes after a minute of effect #1 (ok, maybe it was 20 or 30 seconds, but still - we already know this one ).
Might I ask if you use sprites for the new one? And did you calculate the screen positions, as well as the draw-order, on your own or with the built in 3D command set?

enderleit
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Posted: 26th Jan 2011 21:44 Edited at: 26th Jan 2011 21:46
I already updated top post to inform about the part switching. But had forgotten to mention it at first. Thx anyway.

About part 2: Yes I use sprites.
All rotation, translation, draw-order sorting, and projection to 2D is calculated by the demo every frame. I am not using any built in 3D commands.

Mr Kohlenstoff
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Posted: 26th Jan 2011 21:48
Quote: "All rotation, translation, drawing order sorting, and projection to 2D is calculated by the demo every frame. I am not using any built in 3D commands."


Yay, that's really oldschool and a bit impressive.

enderleit
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Posted: 26th Jan 2011 21:50
Quote: "Yay, that's really oldschool and a bit impressive."

Hehe, thanks alot... Been working hard on this.

enderleit
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Posted: 27th Jan 2011 12:22
Added a video in the top post showing an improved Torus in the second part of the demo, featuring directional lighting.

enderleit
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Posted: 27th Jan 2011 14:34
UPDATED: 27. January, 2011
Updated the attached download in the top post with an improved second part.

thenerd
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Posted: 27th Jan 2011 18:33
... If you were to replace those balls with a 2d polygon connecting the adjacent points, you might end up with a 3d torus!

enderleit
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Posted: 30th Jan 2011 01:14
UPDATED: 30. January, 2011
Full sourcecode and media are now included in the download.
Top post has been updated with latest download attachment.

enderleit
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Posted: 15th Feb 2011 14:52
Quote: "... If you were to replace those balls with a 2d polygon connecting the adjacent points, you might end up with a 3d torus!"

Then i might aswell just make a 3D object and show that...

thenerd
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Posted: 15th Feb 2011 20:30
Quote: "Then i might aswell just make a 3D object and show that... "

Well, it would be interesting seeing as it would be rendered via 2d commands.

enderleit
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Posted: 26th Apr 2011 06:18 Edited at: 26th Apr 2011 06:19
UPDATED: 26. April, 2011
Updated the top download with source-code that is a bit more commented... Also added a couple of new videos to the top post... Enjoy!

Cliff Mellangard 3DEGS
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Posted: 26th Apr 2011 18:53
Memories
Loved demos and intros in the old days
enderleit
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Posted: 12th May 2011 13:27
I still love them...

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