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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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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Demo Part: The Sprite Machine
I had this idea for an interesting demo part. It is called simply Sprite Machine: [here_goes]
Disk Side 1: Loads up graphics 'picture of a cartoon style sprite machine' - looks alittle like Commodore hardware. There is a really cool looping tune playing. The Sprite Machine could animate and be situated on the moon [possibly]
Insert Side 2: The Sprite Machine spits out sprites through it's top, the sprites animate just like the originals, the sprites move like the orignals, the sprites exit the screen though what ever border suits the sprite style.
The Sprites are Cool Sprite ripped from C64 Games - Sprites that worked well on a black backdrop would work best of all.
Now for the interesting part. To see only many sprites can be compacted onto a single disk side. So they would load and depack on a continuous basis.
I spoke to a coder about this idea about 6 years ago. While liking the idea, nothing came of it... |
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Krill
Registered: Apr 2002 Posts: 2969 |
Hmm... I cannot exactly imagine to sit through all these sprites, sorry. :D |
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MRT Account closed
Registered: Sep 2005 Posts: 149 |
It could be me, but I don't get it...
What's the idea? Some sort of image galery with sprites?
What do the sprites do besides animate?
What's a sprite machine?
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Jon Account closed
Registered: Apr 2005 Posts: 247 |
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
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Quote: Hmm... I cannot exactly imagine to sit through all these sprites, sorry. :D
It it's done pretty with neat sprite machine and a rocking tune... |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Quote: It could be me, but I don't get it...
What's the idea? Some sort of image galery with sprites?
What do the sprites do besides animate?
What's a sprite machine?
It's similar to scroll text records, only its a sprite record (how many sprites can be squeezed onto a single disk side. The sprite machine is on disk side 1. The sprites sit on disk side 2. The sprite machine part could act as a finnal apart to a while demo. Demo on the disc side 1, load finnal part, flip disk, and on it goes :)
A sprite machine is a graphic, a bitmap graphic that launched sprites. The machine has a number conter on it too. The counter count upwards. So for example, if a ship from Delta pops out of the sprite machine, the count might jump up by 8, as the ship from Delta would have used up 8 sprites (animation frames) |
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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: 2969 |
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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Scout
Registered: Dec 2002 Posts: 1570 |
Quote: 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.
Not quite, but the idea reminds me of Unreal Voodoo's Obsoleet.
http://www.pouet.net/prod.php?which=13033
Check the vid if you don't have the PC hardware that can play the demo. |
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TDJ
Registered: Dec 2001 Posts: 1879 |
Quote: I think they have a similar part like that coming in Meet Creet
I think either WOW or Role did one too. |
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Krill
Registered: Apr 2002 Posts: 2969 |
Quote: I think they have a similar part like that coming in Meet Creet
No. Crossbow never did any vector or real 3d routines. :D |
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Spinball
Registered: Sep 2002 Posts: 88 |
Krill: But you can read in "It's Coming" that Meet Crest is coded by Crossbow, The Syndrome and Maduplec. And Maduplec did some 3d-Stuff :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
god, let this topic finally sink please. |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
@wile coyote: What can I say, as far as I can count there really are 207 items on my idea list. And of cuz it's original ideas, otherwise it wouldn't be ideas anyway :)
But I don't claim they're necessarily all super kewl or even possible, I just started some years ago writing down every time I got an idea. Some are just two lines like "maybe it would be possible to combine this and that effect", and others are more detailed.
Ok, I found one I guess I don't wanna do, since I'm using Vice for developing, and it still doesn't emulate my old sprite+char kefrensbars from Produkthandler/CML correctly...
6 Color unexpanded full width kefrensbars
Colors: 01234543210
Background = color 0, the bar itself only uses color 1-5.
Color 0 and 5 are done with x-expanded multicolor sprites, with priority behind chars.
Color 1-4 are done with multicolor chars. One of these colors is done with d021, and another with the char color that is always behind sprites, which means that sprites has to be cleared there, and color 1 and 4 has to be the two char colors that cover sprites, so the 4-pixel wide sprite pixels can be disguised as 2 pixels wide. This means that either color 1 or 4 is char-foreground, thus limited to the 8 first colors.
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HCL
Registered: Feb 2003 Posts: 727 |
Nice idea. Sounds very much like Crossbows vertical raster-part in Krestyron, however with a different effect. |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Yes, I won't rule out that I might have been inspired by that part. |
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Optimus
Registered: Jan 2002 Posts: 122 |
Nice forum, yet I wouldn't post my C64 effect ideas to keep them as a surprise for you. If I ever finish any of them ;P
I once posted my CPC ideas in a diskmag, because I was demotivated and thought I would never code them, though a 5% is finished in code, also most of them are still not coded by other sceners yet after the release of the article :)
And yet I keep writting theoritical codes about everything that comes in mind. My workbook is full of Z80/6510/X86/maths and future scene plans, I always do this instead of paying attention to the lessons :P. But to actually cut the crap at Pouet and start coding any of them,. THAT'S THE CHALLENGE! =) |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
@Optimus - heh
i know a coder in the scene that used to talk and talk and talk about Doom clones on c64. He was not impressed by what others had achieved and went into great detail about his own approach to a Doom style game on c64. He wasn't messing around either, he had it all worked out. As for the code, well, i never got to see any :) |
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Nemezis Account closed
Registered: Jan 2002 Posts: 22 |
Here is nice scroller-idea..
http://media1.yourdailymedia.com/files/eWBhsiwiaLjj.swf
Not mine.
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Zyron
Registered: Jan 2002 Posts: 2381 |
Cool flashmovie. |
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Tch Account closed
Registered: Sep 2004 Posts: 512 |
Yeah,it rocks!! 8D |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Quote: Here is nice scroller-idea..
http://media1.yourdailymedia.com/files/eWBhsiwiaLjj.swf
Not mine.
heh, the 64 could just about pull that off... .. . |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Use Crossbows new 9 sprites/line trick to break his old 120 sprites on the screen record. New record should be 135. |
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Mace
Registered: May 2002 Posts: 1799 |
Ok, thanks for all the ideas... I'll start coding now ;-) |
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Sander
Registered: Jan 2002 Posts: 493 |
http://en.qoob.tv/video/clip_view.asp?id=14 |
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Oswald
Registered: Apr 2002 Posts: 5086 |
sander, quite doable, there would be only mem problems with it :) |
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Spinball
Registered: Sep 2002 Posts: 88 |
http://www.xiaoxiaomovie.com/movie/xxiao01.avi
this would be a nice c64 conversion. sound could be ripped from ik+ :) |
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null Account closed
Registered: Jun 2006 Posts: 645 |
heh, if someone is gonna make that 'history of c64 demos'-demo, lemme know so I can use my ASM skills sometimes (...for the first stuff I mean, with the choppy scrolls and shit ^^)
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Knoeki/DigitalSoundsSystem/GheyMaidInc/SwappersWithAttitude |