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wacek
Registered: Nov 2007 Posts: 513 |
Release id #218343 : E2IRA
The highest level of admiration is imitation ;)
Joker guys made our day at Xenium with this one!
https://youtu.be/kl8dH7ooRyU |
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Joe
Registered: Apr 2002 Posts: 226 |
This does remind me of some of the "demo-fx" me and Ed did several years ago. For one I wanted that butterfly in "A quoi ca sert?" to animate,
I guess someone could have mapped vectors with the graphics perhaps doing it realtime, but at the time we had no knowledge of such things and
made that and the blur/out things for the intro load in "Aqua" and of course the massive animation-work for the unfinished demo back then, like
"last dance" from Encyclopedie Geometrique.
I think what inspired us to work together and in this special style was Black Mail, Modern Arts, T'Pau and Asphyxia to mention just a few groups
which still inspired in the late 90:ies, early 00:s. During the 00:ies what has really inspired myself is really the work from Wacek, Algorithm
among many more (did anyone mention Atlantis? Focus? Did anyone mention RedCrab/ Vanja), and as mentioned: The colorcycling works from Bob/Censor Design
which has been developed in so many fantastic ways it's still a powerful source. I think people can just lay down the axes and simply start doing
demos and show what will be canon in the future it will most probably both include own-made animations and real-time effects and no one will know
the difference at a party ;D
Well, they would know we don't want to see another keftale looking all-border plasma anymore, eventhought it's better than the one before, that's one thing for certain. |
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hedning
Registered: Mar 2009 Posts: 4723 |
In the end: isn't it about what you can see and experience on a C64? |
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CreaMD
Registered: Dec 2001 Posts: 3049 |
Quoting JoeWell, they would know we don't want to see another keftale looking all-border plasma anymore, eventhought it's better than the one before, that's one thing for certain.
SinDiKat even made a (ZX Spectrum) demo about it. Released at this year's Forever Party.
Live recording (you can find other versions on Youtube but this has that authentic party feel with laugh tracks ;-):
https://www.youtube.com/watch?v=rmU-sk3gw0k |
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wacek
Registered: Nov 2007 Posts: 513 |
Quoting hedningIn the end: isn't it about what you can see and experience on a C64?
I always thought so, just see my effect-less demos from the 90s ;) |
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Stone
Registered: Oct 2006 Posts: 172 |
Quote: In the end: isn't it about what you can see and experience on a C64?
Indeed. Also, this idea that codepr0n only includes what happens on the C64-side of an effect only shows a lack of imagination, if you ask me. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Indeed. Also, this idea that codepr0n only includes what happens on the C64-side of an effect only shows a lack of imagination, if you ask me.
I always found it laughable when guys wrote they needed to use a pentium for precalcs or whatever, yeah sure I lack imagination I guess. Must have been really hard to precalculate, they made things on that PC that is unheard of, only to produce those precious animation frames. |
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chatGPZ
Registered: Dec 2001 Posts: 11356 |
thats how how feel when "coders" cant type "make" |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
'how how' eh? |
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Krill
Registered: Apr 2002 Posts: 2969 |
I dunno. If there's anything that makes at least current demos on this platform what they are, it's the vastly superior computing power on the build side, animation or not.
In other words, i'm pretty sure that demos built (and developed) on C-64 exclusively would be a lot less impressive than what we're used to.
By the same token, the same codec asymmetry most likely was a thing back in the 1990's and earlier, too. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I dunno. If there's anything that makes at least current demos on this platform what they are, it's the vastly superior computing power on the build side, animation or not.
In other words, i'm pretty sure that demos built (and developed) on C-64 exclusively would be a lot less impressive than what we're used to.
By the same token, the same codec asymmetry most likely was a thing back in the 1990's and earlier, too.
Word! My "code pr0n FPP routines" are "real time" but the optimized and automagical char cruncher and memory layouter would have been almost impossible on low end machines, reusing char gfx as char pointers and what not... |
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