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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
[demo_part_ideas]
[post_your_demo_part_ideas_here]
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... 26 posts hidden. Click here to view all posts.... |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Quote: I'm not a coder, but I think it's a pretty cool idea. It kind of reminds me of XESS 2 Rewind in a way.
But two disk sides full of sprites... yow. The Sprite Machine could be churning out unique sprites for quite some time.
I think you would need to find some way to "mix it up" in order to keep the person viewing the demo interested. Maybe have the sprites interact in some way before they left the screen... IE the Sprite Machine kicks out an IK+ fighter, an Elevator Action bad guy, and the Paradroid. They duke it out. The victor faces two more unique sprites, etc... or have them shake hands, do a dance together, whatever. Something to keep the viewer from losing interest.
Just an idea..
-Ninj
1 disc side for the sptites |
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Oswald
Registered: Apr 2002 Posts: 5086 |
I dont like it, demoparts should be spectacular, or have impressive code. |
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iopop
Registered: Dec 2001 Posts: 317 |
I can code a tool that will display _all_ sprites ever available. You dont even need to load from disk, honestly. I just hope you got the time to check them all. :) |
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Style
Registered: Jun 2004 Posts: 498 |
Quote: I can code a tool that will display _all_ sprites ever available. You dont even need to load from disk, honestly. I just hope you got the time to check them all. :)
A 63 byte (504 bit) counter?
:)
There's only 5.237424972633826992021103514924158643547e+151 different combinations. Start watching now! |
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Yodelking
Registered: Apr 2002 Posts: 189 |
I'm looking forward to a see a demo: "History of C-64 demos", like it starts from 1985 with a demo with a char scroll that isn't smooth, going over to smooth scroll, going over to sprite-scroll, and displaying a pic.
Going over to opening lower-border, then sideborder.
Then perhaps a 8x8 charscroll, sprite-sinus....
Plotter and so on...
Later on plasma, vector-graphics, and in the end the latest effects.
Could be cool to have the first parts that needed "PRESS SPACE" and later on the demo just continues by itself...
Would be great if the first tunes were Hubbard/Daglish rips, later on Soundmon/Rockmon/Futurecomposer and at later parts more advanced music, perhaps multispeed.
Atleast the first parts should be rather easy to code, and if you've made a lot of demos, you could probably re-use your own code to speed up the developement... |
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THE TEA DRINKER
Registered: Jul 2005 Posts: 39 |
Quote: I'm looking forward to a see a demo: "History of C-64 demos", like it starts from 1985 with a demo with a char scroll that isn't smooth, going over to smooth scroll, going over to sprite-scroll, and displaying a pic.
Going over to opening lower-border, then sideborder.
Then perhaps a 8x8 charscroll, sprite-sinus....
Plotter and so on...
Later on plasma, vector-graphics, and in the end the latest effects.
Could be cool to have the first parts that needed "PRESS SPACE" and later on the demo just continues by itself...
Would be great if the first tunes were Hubbard/Daglish rips, later on Soundmon/Rockmon/Futurecomposer and at later parts more advanced music, perhaps multispeed.
Atleast the first parts should be rather easy to code, and if you've made a lot of demos, you could probably re-use your own code to speed up the developement...
That demo idea is allready being used but on the "amiga" think it was called c64 demo.
But it would indead be a good ide on the c64 too.
About the other project sprite machine I would like to see some kind of morphing of sprite(s) as a part where you can see it morph to another sprite(s) maybe also with animation. |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Quote: [post_your_demo_part_ideas_here]
Sure, I'll post all my ideas here, so everybody else can steal them before I get them done :o)
Well, guess I could spare a few of the 200+ ideas on my list - it's just hard picking some, I know that I'll never use.
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Krill
Registered: Apr 2002 Posts: 2968 |
IFLI texture-mapped convex and inconvex phong-shaded objects rotating at 50 fps inside a moving DOOM level and with unlimited sideborder bobs on top, plus a 300 bouncing sprites multiplexer INSIDE the inconvex objects, with real physics. |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Quote: IFLI texture-mapped convex and inconvex phong-shaded objects rotating at 50 fps inside a moving DOOM level and with unlimited sideborder bobs on top, plus a 300 bouncing sprites multiplexer INSIDE the inconvex objects, with real physics.
I think they have a similar part like that coming in Meet Creet |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Quote: Sure, I'll post all my ideas here, so everybody else can steal them before I get them done :o)
Well, guess I could spare a few of the 200+ ideas on my list - it's just hard picking some, I know that I'll never use.
200 original ideas. Doubt it. |
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