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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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2016-11-02 14:07
Archmage

Registered: Aug 2006
Posts: 185
Sloppy graphics ruining good effects.
2016-11-02 14:11
Jammer

Registered: Nov 2002
Posts: 1335
Quoting Archmage
Sloppy graphics ruining good effects.


Bonzai's case, unfortunately :(
2016-11-02 14:17
Radiant

Registered: Sep 2004
Posts: 639
I think intricate BASIC fades have become quite overhyped. In the end it's just a transition, son.
2016-11-02 15:27
Magnar

Registered: Aug 2009
Posts: 60
I still are waiting for a demo that actually uses $0314+$0315 for interrupts and do a proper $ea31 etc restore in order to have "ready. <cursor blinking>" on the screen all time while the demo is running :)

What a nice demo it would be.

Here is something for you to look at doing something like that.

Five Hours
2016-11-02 15:32
Oswald

Registered: Apr 2002
Posts: 5086
Quote: I still are waiting for a demo that actually uses $0314+$0315 for interrupts and do a proper $ea31 etc restore in order to have "ready. <cursor blinking>" on the screen all time while the demo is running :)

What a nice demo it would be.

Here is something for you to look at doing something like that.

Five Hours


should be possible even with the interpreter running :)
2016-11-02 17:50
Axis/Oxyron
Account closed

Registered: Apr 2007
Posts: 91
Quote: i am still waiting for the demo that restores the screen to exactly what it was before running it :)

Bright Blackout
2016-11-02 17:57
Digger

Registered: Mar 2005
Posts: 427
Great thread! I was swearing too when I saw Bob's boobs, ooops! bobs.
LFT has delivered plenty of fresh AGSP trickery. Sprite masking in Wonderland and Performers' demo kicks ass. Offence's floating/hiding scroll is genius.
But there are still more things to come.
Looking for some new and fresh C64 gfx modes? Just be patient :-) Good things come to people who wait, right?
2016-11-02 18:01
chatGPZ

Registered: Dec 2001
Posts: 11360
Quote: Bright Blackout

nice try, but not quite :)
2016-11-02 21:40
Luca

Registered: Apr 2002
Posts: 178
So weird! After some furious coding during this summer, I told to myself:"You lamer, you've never managed to code easy oldschool stuff like infinite bobs!", hence I did (on another machine, not C64) my personal reinterpretation of that ancient effect...
...and now, just after X'2016, infinite bobs, infinite bobs everywhere... :o
2016-11-02 22:27
Perplex

Registered: Feb 2009
Posts: 255
They wouldn't be infinite otherwise, now would they?
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