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Honesty
Registered: Jan 2003 Posts: 121 |
0ldschool demos
Dah text had not been saved but hasd no time to write again...
Fuck
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... 26 posts hidden. Click here to view all posts.... |
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Wanderer Account closed
Registered: Apr 2003 Posts: 478 |
Lately it seems many do... plasma, plasma and more plasma.
Much like my time in the 80's when it was rasters, rasters and rasters.
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iopop
Registered: Dec 2001 Posts: 317 |
Really good point wanderer. If anyone know how bored I am of the raster bar demos of 87-89. Gathering information about groups is mostly for me, no demo watching. I usually freeze the part and then use the arpmon with I* and warpspeed to get to the scroller. However, thats another story..
>Why should every demo look the same?Like most of the so called new school demos?
imho, we have a much bigger variety when it comes to design of demos than we had 15 years ago. In my book Borderline, Postcards from Stockholm and Panta Rhei are miles away from each other when it comes to design.
>Should ppl change their style only to please the taste of people and get better ranked?
Yes and no, imagine that you are doing the same kind of demo over and over, year after year, without showing no real progress of your skills, eventually people will become bored and say your stuff sucks. This applies to games aswell.. If you cant live with people not like your style you better change, otherwise just stick to the concept.
>And every coder make a show off of his abilities(when he had more or less ;) )why else should he code demos?
For me its a curse, I see stuff everywhere that I put into 8x8 pixel squares and then try to imagine how to do it on the c64. Never really been about doing awesome recordbreaking effects, but to see if its possible to make it on the c64 and if it would look good.
Then again, what is oldschool? the really cool arty "demos" of 85-86, the first scene demos/intros, the scroll + rasterbar demos with ripped game gfx, the 89-93 code stuff, the early trackmos, the 4x4 generation, the polish wave, the swedish ikea arte?
(with reservation for me missing some important key player.)
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
Hmm I can't see a "plasma overkill". There has been a number of demos with 4x4 tunnels and plasmas in the past, but nowhere near the rasterbar overkill in the 80s where almost every demopart looked the same. |
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Slator
Registered: Jan 2002 Posts: 274 |
especially oxyron demos ;D
Logo->effect->scroll ;D
<hides> |
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TDJ
Registered: Dec 2001 Posts: 1879 |
I think Honesty does make a valid point, only 10 years too late ;) |
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Honesty
Registered: Jan 2003 Posts: 121 |
@ Iopop:Sure ppl should change the style if it suxx.
But most of the newer demos run after the same trend.
Something like this: picture ,effect,fade away effect,new effect, new picture and so on...
And u pointed out yourself u try to transport effects from pc to 64 when they look good!
Hey read the post i spoke about ugly looking effects, when they come smooth and u can watch em without getting eye damage it is surely ok.
Sure this is a new boarder which is past in designing demos, but look all ppl try to do good looking trackmo stuff and most ppl designed that much that the parts are often overloaded with design . ;)
So what is oldschool?Hm another question where scene will splitt.
In my opinion oldschool started where groups begin to do multifile demos or even demos which where done by a group with own gfx(mostly when not ripped) and sometime with own musics when u got one.
There where also boarders moved in doing so called oldschool but the cut in it was not that sharp like it is when it comes to trackmos.
After overtaking the making of trackmos to 64 a radical change in doing demos started.
Sure u had more posibilities 2day like in oldschool parts coz u are able to change the look of the part without any memoryboarders because u can load new stuff if necessary.
For myself i will try when i fixed my memory problem with crosssupports or something else to do demos like in the way of "Red Storm" or "Visuality" this is a nice mixture of both using oldschool fashion with the given possibility to load more on demand.
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RRR Account closed
Registered: Dec 2001 Posts: 21 |
Quote: especially oxyron demos ;D
Logo->effect->scroll ;D
<hides>
ROCKS! ;-) |
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iopop
Registered: Dec 2001 Posts: 317 |
>And u pointed out yourself u try to transport effects from pc to 64 when they look good!
No, I spoke about what motivates me to code and since I hardly ever watch pc demos apart from when Im at a party, PC effects are not a big influence.
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Cruzer
Registered: Dec 2001 Posts: 1048 |
plasma si teh shite! |
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Ben Account closed
Registered: Feb 2003 Posts: 163 |
Just a quick, oversimplified view..
I reckon it is some coders' challenge to put competences to the test to improve and combine novel techniques. As such, occasional new VIC stunts bring about or performance improvements instigate avalanches of demos with (again) improved or merely copied effects. This is only to later die out as the emerging effects become part of most coders' skills and appreciation drops.
More or less the same occurs as far as design is concerned. Occasionally new design conceptions trickle down from the outside world or are dreamt up in combination with unique limitations.
It might turn out that the progressing programming skills frontier facilitates new design-related effects, or even some design requirement bring about technical innovations.
Especially the basic effect-scroller-logo-music design-paradigm has proven persistent (self-reinforced) due to the fact that not only each of the participants had an apparent contribution (which is important for ego-fulfillment, especially for teenagers), but also the lion-share of the youngsters spanning the scene were geographically apart and had limited resources, hence the discreteness of contributions.
Some might claim the status quo is that design-oriented demomakers believe code is a means to an end, while effect-oriented demomakers perceive code as the very end. I argue the distinction in demomakers is getting vaguer by the year due to the development of the very demomaker personality and resources available, the self-reinforcing current variety of design paradigms (as argued by Iopop) and the strong emphasis on originality and novelty.
With progressing integration of classical artisanal demomaking skills, either by multilateral talents (which is being appreciated and hence stimulated), or by extensive communication of demomakers able and willing to put effort in synthesizing talents - e.g. HCL/Dane, Iopop/Twoflower, Hollowman/Puterman, Krill/Fanta, Hein/Ben (erhm) to name only just a few -, the design/code space is explored in less apparent directions. I believe this tendency is persistent for now, however, due to bifurcation effects for clear distinctions, also the oldskool demoscene is likely to be kept alive by a few zealots.. |
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