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#1 |
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It's a Spinning Smile!
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Posts: 5,305
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I love scene stuff, whether it's for Amiga, Windows, PS1 etc you've got to appreciate some of the 'far out' ideas and excellent music. I'm a fan mostly of demos and 64K stuff, but many of the games released by the 'scene' are addictive to say the least. Thought people could share some shots of their favourites, or atleast be introduced to them. You can grab countless 'prods' over on Pouet FR-041: Debris Farbrausch Rather bizzare demo with as you can see...alot of cubes, what cracks me up is this demo is 181KB, smaller than a few of the images attached
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#2 |
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Irregular User
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Location: Manila, Philippines
Posts: 2,580
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ah! ive tried that one recently, its based on the "produkt" something thats based on germany (that was 64kb afaik) both loads slow though, as its generating textures and geometry in realtime perhaps?
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#3 |
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PCSX2 Coder
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Location: Plymouth, UK
Posts: 10,037
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it loads slow cos its packed to death, the demo scene was always sneeky like that, even in the 64k demo days. you can write a demo a few meg in size, write a decent packer for it and pack it to death, voila, youve got a 64k demo ![]() just like that 50k FPS game or whatever it was
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#4 |
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it'se miku!
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Location: Cologne, Germany
Posts: 3,609
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wow, impressive demo yeah it generates the textures on runtime afaik. works fine with a loading time of ~ 40 seconds on my conroe. |
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#5 |
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Emulation to the max!
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Location: Canada
Posts: 2,560
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Wow that was really cool.
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#6 |
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It's a Spinning Smile!
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Posts: 5,305
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FR-030: Candytron Farbrausch This one brings back memories..*sniffle*
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#7 | ||
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Banned
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Location: Lost.
Posts: 1,761
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Quote:
One of my fave all time demos is "Frameskool" by keops/equinox...mainly due to the XM module soundtrack and the portion of the demo dealing with the ball strand...Another favourite is "Heaven Se7en"... Quote:
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#8 | |
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Penguin lover
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Location: France
Posts: 813
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Quote:
Thx for the heads up, CK... Somehow, the morphing buildings reminded me of the movie 'Dark City' by Alex Proyas...
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#9 |
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The Hunter
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Location: NL
Posts: 15,877
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Awesome, it reminded me of Rez!
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#10 | |
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Emu author
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Location: VisualC
Posts: 1,195
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Quote:
So basically, you only store parameters for the generators, that for a 2D example, could be some perlin noise with several photoshop alike filters. No raw or compressed final image data is ever saved. Even low quality 2D data is insanely huge for 64k. As an example, my 2D texture generator most complex created textures were less than 500b after compression, and they weren't even optimized for size. A comparable quality image would have taken, even if compressed insanely, more than 20kb. The same applies to sound data or geometry. Of course, sometimes some simple data is saved (for example, Candytron bones and skinning information are exported from XSI, iirc). What's common nowadays in 64k is having some simple control meshes for organic geometry, that are smoothed on loading. Anyway, my point being that the packer is usually not the most important tool, but the generators, as you need specially created data, because mainstream ways to store information (raw textures/geometry/sound) are unusable (even if compressed to some degree) in 64k intros :P EDIT: Sorry for the long explanation, I've been active on the demoscene for over 6 years, and couldn't resist :P
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#11 |
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AKA snkmad
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Location: Brazil, Fortaleza-Ceará
Posts: 4,030
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Ah we were just talking about it earlier today Shash. I just love farbrausch work. And im still waiting to see yours Shash
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#12 |
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the only one you've ever SEEN
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Location: San Francisco
Posts: 21,979
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Good post shashClp.
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Dedicated to mediocrity and repetition since 1994. |
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#13 |
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Your resident reaper...
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Location: Canada
Posts: 6,031
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Ooh lala, I can stare at this for hours @.@ |
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#14 |
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No preservatives™
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Location: Toledo, OH. USA
Posts: 965
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Anyone else have the "black cube" problem? It starts off fine, but once the larger cube breaks apart, the smaller cubes lose all shading. My system exceeds the requirements and the drivers are all current.
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Videogame Gifs |
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#15 |
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Pilgrim
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Location: Hyperion
Posts: 6,968
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I always thought that this type of thing is like a shorcut, using windows files to generate that. Thanks for the info shashClp.
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#16 | |
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PCSX2 Coder
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Location: Plymouth, UK
Posts: 10,037
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Quote:
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#17 |
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Banned
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Location: Lost.
Posts: 1,761
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Orb - "Outlined" A very cute and cuddly 57KB intro, all done using OpenGL 1.1 |
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#18 |
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Banned
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Equinox - "Frameskool" Yet another OGL 1.1 intro, this time for Breakpoint 2007. |
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#19 | |
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Emu author
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Quote:
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#20 |
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Banned
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Oh alright, thanks for correcting me
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