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Forums > C64 Productions > Current trends in C64 demos
2016-11-01 11:41
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Current trends in C64 demos

I find it interesting to see how trends (both when it comes to design and effects) develop on different platforms.
Of course there are plenty of people breaking the mainstream all the time, but still I find that there are elements that change in popularity over time.
For example, we had the logo+scroller+effect style of the "oldschool" era, the PC-style bigpixel effects of the mid/late 90ies etc. etc.

The last few years the attribute-moving effects have been coming out in force, but now after watching all the great demos from C64, it seems like a couple of new things are trending:

- Layered effects
- Moving "bobs" in amounts that frankly astounds me (no, not talking about the good old unlimited bobs technique). Both the Censor demo and the Arsenic demo had some cool stuff going in this department.
 
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2016-11-01 15:28
chatGPZ

Registered: Dec 2001
Posts: 11114
Quote:
I wish 4x4 was back

that'll look great next to a bonzai demo, i'm sure
2016-11-01 16:13
Cruzer

Registered: Dec 2001
Posts: 1048
Quoting Oswald
the self imposed trend of 50fps and highres effects are leading to boredom these days. color cyclers and twisters, and twisters and color cyclers and parallax scrollers, then some more color cycling, then a scrolling picture.
So true. The problem with 4x4 was that some groups used it for everything, without even considering whether that was the best mode for each effect. It was so tasteless and unimginative. But if the fed-up-ness for it has now lead to a dogma saying "everything has to be hires and 50fps" that's just as dumb.

Quoting Oswald
that bob routine is the best innovation since years, hats down to cruzer tho.
The waving cube bobs? Thanks, but it's basically just scrolling unlimited bobs. Wonder why no one has done it yet.

And yeah, I would also rather have some welldone, innovative effects in 4x4 (like I think we actually had in our demo) than more slow scrolling gfx, and repetitions of the same twister and colorcycling routines.
2016-11-01 16:27
Radiant

Registered: Sep 2004
Posts: 639
The problem with the chunky modes in the late nineties was that they were often used to straight off implement PC and accelerated Amiga effects on the C64, which the machine clearly was never able to cope with performance wise. So you ended up with low resolution slideshow framerate 3D object shows like in the famous Polish demos of the era. Looking at those demos now certainly has its charm, but mostly in relation to how different they are from today's demos.

To me doing something that the machine clearly wasn't meant to do and making it show that the machine isn't quite up to the task was never impressive. What impresses me is rather when you make the really impossible suddenly seem possible. "How are they doing that?!" rather than "Oh they clearly are pushing the CPU hard with this code!".
2016-11-01 16:30
Peacemaker

Registered: Sep 2004
Posts: 243
scrolling unlimited bobs you say?
here, in a different way thou:
https://youtu.be/2qZlA7g8Ia8?t=206
i have been close to your idea :D but your effect looks better. *nods* nice part, cruzer.
2016-11-01 16:33
Oswald

Registered: Apr 2002
Posts: 5017
"it's basically just scrolling unlimited bobs. "

doing that would have never occured me in a million years. brilliant idea. should be called cruzer bobs or smth :)

I spent an hour on the free scrolling version until I decided to dive in and hack away the scrolling and it finally clicked. until then I was going crazy how you move so much bobs *simultanously* my trained coder eye didnt help to pick up the cheating :)
2016-11-01 16:58
Madhead

Registered: Sep 2004
Posts: 18
I don't know if it's only me but lately, everytime i watch a new demo, i can't wait to see greetings part. Nowadays people go through their greeting parts and come up with fresh and innovative ideas
2016-11-02 06:39
Bitbreaker

Registered: Oct 2002
Posts: 500
I don't see a problem with 50fps and/or hires. It is just that one defaults too often to multicolor mode for not much reason. Hires can be a pretty good option, as well as 50fps can be. Why not aiming for 50 fps, when you are close to eat instead of defaulting to 25fps and wasting lots of valueable cpu cycles. It also has other advantages, like no double buffers needed and thus saving RAM.
2016-11-02 08:05
Aomeba

Registered: Jul 2005
Posts: 19
I personally like faster paced demos.

Those long bitmap screen scrolls are nice looking, but very boring looking to me. That's a clear trend in my opinion.
2016-11-02 08:23
Bob

Registered: Nov 2002
Posts: 71
"The waving cube bobs? Thanks, but it's basically just scrolling unlimited bobs"

Well me did ;)
for example in the
Bobs by Censor

I use both X and Y axis to scroll the background with use of AGSP ... (pain in the arse to do!) due to tiles are shifted (explained by LFT)

In Wonderland 13.. I do the same but with Sprite carpet that are unexpanded in Y which means badlines interference... (double pain in the arse to do)

BTW this WIZ (diagonal AGSP) tech ... was used in the Serpent with the waving sinus, "algaes" as PAL named them for ;) and a diagonal twister scroller... back in early 2014 for Datastorm..

other wise I was happy to see that some how multiple people are aiming towards same goals independently... :)
2016-11-02 09:01
Mr. SID

Registered: Jan 2003
Posts: 421
I was quite happy that I figured out Bob's Bobs during the prize giving ceremony... :)
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