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Messages - rootuid

Pages: 1 [2] 3 4 5
21
Whats the url?

22
Tons of Blitz3d/Plus demos effects tutorials:
http://www.zac-interactive.dk/tutorials/tutorials.htm


BlitzPlus / Blitz3D tutorials:
Bob Snake
Color Gradient Interpolation
Image Alpha   Melt Effect
Parallax Starfield   B3D: Particles 3D Part 1
B3D: Particles 3D Part 2   Plasma
Raster/Copper Bars   Reflection Effect
Screen Fader   Bitmap Scroller Horizontal
Bitmap Scroller Sinus   Bitmap Scroller Vertical
Sine-Lines   Vector Bobs
Vector Dots   Vector Dot Tunnel
Vector Wireframe   Vector Wireframe Hidden
Vector Filled   
BlitzMax tutorials:
Bitmap Scroller, Vertical   Bob Snake

Lots from our very own Scott here http://www.scottshaver2000.com/site/template/template.php?page=examples

23
Blitz / Re: BMAX: How do you know what to include.
« on: September 28, 2006 »
Unless you are using a library like fmod you don't need to include any with the executable. To include "attachements" with your executable use the incbin command. Here is an example:
Code: [Select]
Incbin "macstartup.ogg"
Incbin "images/boot.png"
Incbin "images/blankboot.png"
Incbin "images/apple.png"

HideMouse()
Graphics 1024,768,32
SetColor 255,255,255
Local Counter:Int

While Not KeyHit(Key_Escape)
bootsequence()

Wend





Function BootSequence()
startup = LoadSound ("incbin::macstartup.ogg")
bootpic=LoadImage("images/boot.png")
blankboot=LoadImage("images/blankboot.png")
apple=LoadImage("images/apple.png")
...............

Any other questions just ask...

24
Useful links / Re: Intro Inferno
« on: September 28, 2006 »
Currently the site has categories for .: amiga : atari : c64 : win32 :. If someone has influence could they request a Mac Os X category also please. I'd love to start using the site but all my productions are Mac Os X only so no point in using the site at present :(

25
Useful links / Re: Oldskool Demomaker(OSDM)
« on: September 28, 2006 »
thanks for pointing this out. I'll have some fun with this :) I assumed it was released 10 years ago but t's still maintained and is updated in August.

26
Blitz / Re: converting FB code to bmax...
« on: September 20, 2006 »
if it's just doing a straight scale of the image you can just use:

SetScale(2,2) ' double it
DrawImage image,x,y ' draw it
SetScale(1,1) ' go back to normal scale
don't forget to cls before and flip after

27
Thanks for sharing Scott. I got an array overflow on this line          t = imageBuffer[x,y]

28
Blitz / Re: WaterFun + Source
« on: August 25, 2006 »
Really nice, thanks for sharing. I must try porting it to BlitzMax shortly.

29
C / C++ /C# / Fit : cross platform c++ code archive
« on: August 22, 2006 »
Fit http://pouet.net/groups.php?which=409 make a lot of lovely demo and release all their source code as a bonus! Great for studying !  :cheers: http://www.kameli.net/fit/index.html

30
Projects / Re: Gravity - Kaos
« on: August 22, 2006 »
CLyde, I want your globe source !

31
Projects / Re: Gravity - Kaos
« on: August 21, 2006 »
I loved it especially the globe effect, you gotta release a diy with source code for that effect!  Didn't like the music though:(

32
Freebasic / Re: Use your imagination here..
« on: August 21, 2006 »
Ok, well it works with a cube no problem, I have attached an exe to this post :)
Very nice indeed. Now the hard part, I must examine the code and learn! O0 O0

33
Blitz / Re: BlitzBasic : Novell screensaver routine
« on: August 19, 2006 »
It is indeed. Ported it to BlitzMax here... http://dbfinteractive.com/index.php?topic=563.0

34
Blitz / BlitzMax : Novell screensaver routine[BMAX]
« on: August 19, 2006 »
Got it ported from BlitzBasic to BlitzMax code below


Code: [Select]
' Version 2.0
' Februar 2001
' Made by Einar Wedoe
' Programtype: Novell server screensaver look-a-like
' Use arrow-keys to change speed and length of tail !

Import "bbtype.bmx"
Import "bbvkey.bmx"
AppTitle ="Novell screensaver"

Graphics 800,600,32 ' Sett Grphics mode
SetColor 255,0,0 ' Set Color
HideMouse()
Global x=400 ' Leader-dot-x-pos
Global y=300 ' Leader-dot-y-pos
Global direction=1 ' Direction variable
Global directiontmp=0 ' Temporary direction variable
Global round=10 ' How long between every change of direction ?
Global roundcount=0 ' Counter for the rounds
Global speed#=3 ' Speed
Global speedcount=1 ' Counter for speed
Global length=35 ' Initial tail-length
Global show=0 ' Variable for showing speed and length on screen

Global tailX[100+1] ' Tail x can be up to 1000 blocks long
Global tailY[100+1] ' Tail y can be up to 1000 blocks long

For a=1 To 100 ' Set the current tail off the screen
 tailx(a)=-20
 taily(a)=-20
Next

SeedRnd MilliSecs() ' Make random even more random
Global frametimer=CreateTimer(75) ' Set up timer to make everything run nice on all PC's



'----------------------------------------- MAIN -----------------------------
#start ' Mainloop

While Not VKeyHit(1) ' Loop until ESC is pressed
WaitTimer(frametimer) ' Wait....
Cls ' Clean up
novell() ' Do stuff
changespeedortail() ' Wanna change speed or/and tail ?
Flip ' Change buffer
Wend ' Next round please
End


'----------------------------------------- NOVELL ----------------------------
Function novell() ' Start the function to actually put something on the screen
speedcount=speedcount+1
 If speed > speedcount Then Goto draw

Select direction ' Moving blocks about
Case 1
x=x-11
y=y-13

Case 2
y=y-13

Case 3
y=y-13
x=x+11

Case 4
x=x+11

Case 5
x=x+11
y=y+13

Case 6
y=y+13

Case 7
x=x-11
y=y+13

Case 8
x=x-11
End Select

speedcount=0
border ' Check if we hit the border
If direction=100 Then  roundcount=round+1 ' If we did, do something about it !
directiontest ' Check if time for change of direction

For a=length To 1 Step-1 ' Move the x and y down the line
tailx(a+1)=tailx(a)
taily(a+1)=taily(a)
Next
tailx(1)=x ' Put x in the end of the line
taily(1)=y ' Put y in the end of the line


#draw


colordrop=255/length ' Find how much to drop color pr. rect
colortmp=0 ' Set color to 0
For a=length To 1 Step -1 ' Draw tail
SetColor colortmp,0,0 ' Set color for current rect
  DrawRect tailx(a),taily(a),10,12 ' Draw current rect
  colortmp=colortmp+colordrop ' Count up color
Next


End Function


'----------------------------------------- BORDER ----------------------
Function border() ' Set direction to 100 if border is reached
Select direction
Case 1
If x < 15 Or y < 5 Then direction=100
Case 2
If y < 5 Then direction=100
Case 3
If x > 780 Or y < 5 Then direction=100
Case 4
If x > 780 Then direction=100
Case 5
If x > 780 Or y > 585 Then direction=100
Case 6
If y > 585 Then direction=100
Case 7
If x < 15 Or y > 585 Then direction=100
Case 8
If x < 15 Then direction=100
End Select
End Function
'-----------------------------------------
Function directiontest() ' Find new direction if it's time
roundcount=roundcount+1
If roundcount > round Then ' Time for a change
  directiontmp=direction ' Temporary store old direction
#findnewdirection   direction=Rand(8) ' Find new direction
      If direction=directiontmp Then Goto findnewdirection ' If it's the same then try again
  border ' Check for border
  If direction=100 Then Goto findnewdirection ' Bounce border
  roundcount=0 ' Reset counter
  round=Rand(20) ' Set new point for change of direction again
  EndIf


End Function
'-----------------------------------------
Function changespeedortail() ' Change things
If VKeyDown(200) And length < 99 Then ' Add length of tail if arrow-up is pressed
length=length+1 ' All length by 1
tailx(length)=-20 ' Set new x-part of tail offscreen
taily(length)=-20 ' Set new x-part of tail offscreen
show=255 ' Set show variable to print to scren for 200 rasters
EndIf
If VKeyDown(208) And length > 5 Then ' Decrease length of tail if arrow down is pressed
length=length-1 ' Dec by 1
show=255 ' Set show variable to print to scren for 200 rasters
EndIf
If VKeyDown(203) And speed < 10 Then ' Add speed if arrow-right is pressed
speed=speed+0.05 ' Add speed by 0.05
show=255 ' Set show variable to print to scren for 200 rasters
EndIf
If VKeyDown(205) And speed > 1 Then ' Dec speed if arrow-left is pressed
speed=speed-0.05 ' Dec speed by 0.05
show=255 ' Set show variable to print to scren for 200 rasters
EndIf
show=show-1 ' Decrease show-variable
If show < 0 Then show=0 ' If show drops below zero keep it on zero
If show > 0 Then ' If show-variable is activated
SetColor show,0,0 ' Fade away text
DrawText "Length: "+length,0,0 ' Show length
DrawText "Speed:  "+Int(10-speed+1),0,12 ' Show speed but since speed is oposite of normal recalculate it
EndIf

End Function
'-----------------------------------------

35
Blitz / BlitzBasic : Soft Sine Scroller[BB2D]
« on: August 18, 2006 »
"If there was one thing that really was a "must" on almost every demo on the Amiga-scene, that would have to be a soft sine scroller.
Therefore I made one for you to study. This code is NOT optimized for speed, it was written to be as easy to understand as possible ! There are at least a 100 ways to do a soft-sine scroller, this is one of them ! (Using up to 900 sprites) Charset is taken from the "Oldschool"-example in the BB help-file by Shane R. Monore. Using tables for sinus would improve performance a LOT since then there would be no use for the floats (which are really slow). Maybe I'll make a table-version if anyone bothers to bug me about it ;-) I packed it all i a zip file for this one since a gfx-file is needed for the example. Source included !"

BB-Ver. 1.48

Posted with permission of the author Einar Wedoe of http://blitzbasic.no/
Exe here http://blitzbasic.no/div/soft-sine.zip


Code: [Select]
AppTitle "Soft Sine Scroller"
;-----------------------------------------------
; Version Beta 1
; May 2001
; Made by Einar Wedøe
; Programtype: Soft Sinus Scroller
;-----------------------------------------------
Graphics 800,600,16,1
Dim degree#(5) ; Dim up sinus-waves
Dim startdegree#(5) ; Start for sine on each frame
Dim count#(5) ; Dim up sinus-counters
Dim wavespeed#(5)

Global speed=2 ; Speed of scroller (max 5)
Global numberofsines=3 ; Number of sines to calculate y (max 5)

For a=1 To 5 ; Ranomize sinus
 count#(a)=Rnd(-2,2)
 wavespeed#(a)=Rnd(-2,2)
Next

Type softletter ; Type for each pixel of all letters
    Field x,y ; X and Y pos
Field frame ; Wich frame ?
End Type

Global alphabet=LoadAnimImage("finalfont.png",1,27,0,690) ; Loadfont
Global widthcount=0 ; Count letterwith
Global currentletterwith=40 ; Holds letterwith
Global scrollcount=0 ; Pointer in scrolltext-string
Global scrolltext$="" ; The text to show
Global plotsy#=0 ; Y-pos
Global textavailible$="" ; Holder for availible letters
Global sinecount=10
Dim letteroffset(35) ; Offset in bitmap for each letter
Dim letterwidth(35) ; Width of each letter

SetBuffer BackBuffer()
Color 255,255,255

Gosub initscroller ; Put scrolltext in scrolltext$-string

For a=1 To 500 ; Fill screen with emty types
  scrollcount=0  
  newletter ; to make sinuseslook right
  wave
Next


36
Blitz / Re: BlitzBasic : Novell screensaver routine
« on: August 18, 2006 »
I must saw I really like this effect, must try porting it to BlitzMax. Thanks Einar. O0 O0

37
"Another blast from the past, only that a lot of people still use this oldie...I think the old screensaver from Novell is quite nice, so i remade it in BB.This can easily be converted to a "real" screensaver, use arrow keys for changes."

BB-Ver. 1.48

Posted with permission of the author Einar Wedoe of http://blitzbasic.no/
Exe here http://blitzbasic.no/div/novell.zip


Code: [Select]
AppTitle "Novell screensaver"

; Version 2.0
; Februar 2001
; Made by Einar Wedoe
; Programtype: Novell server screensaver look-a-like
; Use arrow-keys to change speed and length of tail !


Graphics 800,600,16,1 ; Sett Grphics mode
Color 255,0,0 ; Set Color

Global x=400 ; Leader-dot-x-pos
Global y=300 ; Leader-dot-y-pos
Global direction=1 ; Direction variable
Global directiontmp=0 ; Temporary direction variable
Global round=10 ; How long between every change of direction ?
Global roundcount=0 ; Counter for the rounds
Global speed#=3 ; Speed
Global speedcount=1 ; Counter for speed
Global length=35 ; Initial tail-length
Global show=0 ; Variable for showing speed and length on screen

Dim tailX(100) ; Tail x can be up to 1000 blocks long
Dim tailY(100) ; Tail y can be up to 1000 blocks long

For a=1 To 100 ; Set the current tail off the screen
 tailx(a)=-20
 taily(a)=-20
Next

SeedRnd MilliSecs() ; Make random even more random
Global frametimer=CreateTimer(75) ; Set up timer to make everything run nice on all PC's
SetBuffer BackBuffer() ; Start dobbelbuffering
;-----------------------------------------
.start ; Mainloop

While Not KeyHit(1) ; Loop until ESC is pressed
WaitTimer(frametimer) ; Wait....
Cls ; Clean up

novell ; Do stuff
changespeedortail ; Wanna change speed or/and tail ?

Flip ; Change buffer
Wend ; Next round please
End
;-----------------------------------------
Function novell() ; Start the function to actually put something on the screen
speedcount=speedcount+1
 If speed > speedcount Then Goto draw

Select direction ; Moving blocks about
Case 1
x=x-11
y=y-13

Case 2
y=y-13

Case 3
y=y-13
x=x+11

Case 4
x=x+11

Case 5
x=x+11
y=y+13

Case 6
y=y+13

Case 7
x=x-11
y=y+13

Case 8
x=x-11
End Select

speedcount=0
border ; Check if we hit the border
If direction=100 Then  roundcount=round+1 ; If we did, do something about it !
directiontest ; Check if time for change of direction

For a=length To 1 Step-1 ; Move the x and y down the line
tailx(a+1)=tailx(a)
taily(a+1)=taily(a)
Next
tailx(1)=x ; Put x in the end of the line
taily(1)=y ; Put y in the end of the line


.draw


colordrop=255/length ; Find how much to drop color pr. rect
colortmp=0 ; Set color to 0
For a=length To 1 Step -1 ; Draw tail
  Color colortmp,0,0 ; Set color for current rect
  Rect tailx(a),taily(a),10,12,1 ; Draw current rect
  colortmp=colortmp+colordrop ; Count up color
Next


End Function
;-----------------------------------------
Function border() ; Set direction to 100 if border is reached
Select direction
Case 1
If x < 15 Or y < 5 Then direction=100
Case 2
If y < 5 Then direction=100
Case 3
If x > 780 Or y < 5 Then direction=100
Case 4
If x > 780 Then direction=100
Case 5
If x > 780 Or y > 585 Then direction=100
Case 6
If y > 585 Then direction=100
Case 7
If x < 15 Or y > 585 Then direction=100
Case 8
If x < 15 Then direction=100
End Select
End Function
;-----------------------------------------
Function directiontest() ; Find new direction if it's time
roundcount=roundcount+1
If roundcount > round Then ; Time for a change
  directiontmp=direction ; Temporary store old direction
.findnewdirection   direction=Rand(8) ; Find new direction
      If direction=directiontmp Then Goto findnewdirection ; If it's the same then try again
  border ; Check for border
  If direction=100 Then Goto findnewdirection ; Bounce border
  roundcount=0 ; Reset counter
  round=Rand(20) ; Set new point for change of direction again
  EndIf


End Function
;-----------------------------------------
Function changespeedortail() ; Change things
If KeyDown(200) And length < 99 Then ; Add length of tail if arrow-up is pressed
length=length+1 ; All length by 1
tailx(length)=-20 ; Set new x-part of tail offscreen
taily(length)=-20 ; Set new x-part of tail offscreen
show=255 ; Set show variable to print to scren for 200 rasters
EndIf
If KeyDown(208) And length > 5 Then ; Decrease length of tail if arrow down is pressed
length=length-1 ; Dec by 1
show=255 ; Set show variable to print to scren for 200 rasters
EndIf
If KeyDown(203) And speed < 10 Then ; Add speed if arrow-right is pressed
speed=speed+0.05 ; Add speed by 0.05
show=255 ; Set show variable to print to scren for 200 rasters
EndIf
If KeyDown(205) And speed > 1 Then ; Dec speed if arrow-left is pressed
speed=speed-0.05 ; Dec speed by 0.05
show=255 ; Set show variable to print to scren for 200 rasters
EndIf
show=show-1 ; Decrease show-variable
If show < 0 Then show=0 ; If show drops below zero keep it on zero
If show > 0 Then ; If show-variable is activated
Color show,0,0 ; Fade away text
Text 0,0, "Length: "+length ; Show length
Text 0,12,"Speed:  "+Int(10-speed+1) ; Show speed but since speed is oposite of normal recalculate it
EndIf

End Function
;-------------------------


38
Similar in concept to the BlitzMax code previously posted : http://dbfinteractive.com/index.php?topic=421.0

Posted with permission of the author Einar Wedoe of http://blitzbasic.no/
Exe here http://blitzbasic.no/div/decrunch.zip


Code: [Select]
AppTitle "Decrunch"

; Version 1.0
; April 2001
; Made by Einar Wedøe
; Programtype: Blast from the past :-)
; Does nothing at all but simulate a decrunch routine from the C64 days !

Graphics 640,480,16,1

Global font1
font1=LoadFont ("verdana",20,False,False,False) ; Sett up font
SetFont font1

SetBuffer BackBuffer() ; Start with the backbuffer()
Global frametimer=CreateTimer(75) ; Set up timer to make everything run nice on all PC's

;---------------------------
.start ; Mainloop

While Not KeyHit(1) ; Loop until ESC is pressed
WaitTimer(frametimer) ; Wait....
Cls ; Clean up
 flash ; Do the flash
  Color 255,255,255 ; Set color to white for the text
    Text 240,235,"Decrunching..." ; Set dumy-text
Flip ; Change buffer
Wend ; Next round please
End ; Tha's it !

;---------------------------
Function flash() ; Flashroutine
a=0 ; Reset counter
.flashloop
Color Rand(255),Rand(255),Rand(255) ; Set color randomly
 tmp=Rand(10) ; Set size of next line random
  Rect 0,a,640,tmp ; Draw the rect (the next flashline)
   a=a+tmp ; Increase counter with height of the rect
    If a > 480 Then Goto endflash ; Are we at the bottom yet ?
   Goto flashloop ; If not make another rectangle
.endflash
End Function ; Thats it for this frame
;----------------------------

39
Freebasic / Re: Use your imagination here..
« on: August 17, 2006 »
Can you post the .exe examples if you get a chance. thanks. O0 O0

40
Glrez is a cool demo, I think Rez had some pretty good tuition from Keops on that one and as far as I know, he hasn't released anything since that intro.
You could do worse than checking out the Nehe tutorials;

http://nehe.gamedev.net/

That's where a lot of people start, I'm sure that there'll be people along to reccomend books too.
Glrez is simply beautiful. All the thumbs up he got from the pouet critics too! This is inspired me!  :cheers:

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