Author Topic: [UDG] purple.fUDGe  (Read 2730 times)

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Offline StuAA

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[UDG] purple.fUDGe
« on: February 22, 2013 »
Hey guys :D

Okay, so here's my entry for the UDG contest: purple.fUDGe

It's a super-simple intro with a sine scroller, wobbly background and a single-pattern chiptune but I'm kinda pleased with it :) The 2 sets of UDGs are the inverse of each other (one goes "dot-space-dot-space...", the other "space-dot-space-dot...") and overlaid (where black = transparent) to create a nice shading effect. It has quite a chunky look to it; I decided to limit the display to 320x240 (ie. 40x30) because I'm a crappy programmer and it was slow as shit at higher resolutions for aesthetic reasons. I've only tested it on my laptop but it ran fine for me -- fingers crossed it doesn't crash out on anyone else's PC though!

Enjoy! :D

EDIT: v2 uploaded, which includes windowed mode -- hopefully that'll let it run on modern gfx cards!
« Last Edit: February 23, 2013 by StuAA »

Offline Canopy

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Re: [UDG] purple.fUDGe
« Reply #1 on: February 22, 2013 »
crashed when launched my laptop :(

win7 x64 vaio with ati radeon


whats it written in?


k++ for the entry though! any chance of a vimeo? (i used fraps to snag mine)
« Last Edit: February 22, 2013 by Canopy »

Offline Kirl

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Re: [UDG] purple.fUDGe
« Reply #2 on: February 22, 2013 »
Doesn't work for me either unfortunatly (also using win7 64 on a Vaio laptop).

Pic looks really interesting though, +1 for trying a video capture! :)
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Offline nuclear

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Re: [UDG] purple.fUDGe
« Reply #3 on: February 22, 2013 »
Hello, just wanted to help you out with debugging a bit.

You're trying to set video mode 320x240... no modern system is going to manage that, so the videomode setting fails, you're not checking for failure and you crash with a null pointer indirection later on.

At the very least offer a windowed mode, and preferably upscale your 320x240 framebuffer to 640x480 before showing it.
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Offline spitfire

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Re: [UDG] purple.fUDGe
« Reply #4 on: February 22, 2013 »
Runs well here, laptop with onboard intel graphics.
Awesome demo! good colour scheme and the large glyphs add an interesting grittyness to the texture of the typically smooth plasma. Sound is cool too.

Offline combatking0

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Re: [UDG] purple.fUDGe
« Reply #5 on: February 22, 2013 »
It works for me too - the movement is smooth, both for the plasma and the sine scroller, which contrasts with the huge blocks.

My one criticism is that the text is very tall, and its speed makes it hard to read, but not impossible. Other than that, a well rounded entry.
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Offline Shockwave

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Re: [UDG] purple.fUDGe
« Reply #6 on: February 23, 2013 »
Can't run it here because of the 320 * 240 res sorry.
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Offline StuAA

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Re: [UDG] purple.fUDGe
« Reply #7 on: February 23, 2013 »
Thanks for the feedback guys! I didn't realise modern gfx cards didn't support lower resolutions any more (thanks for the pointer nuclear, much appreciated!) -- it runs fine on my laptop with integrated gfx and I assumed if that could handle it, anything could! I've uploaded a revised version which includes a windowed mode (scaled 2x to 640x480-- hopefully that doesn't violate the "no post-processing" rule!).

Canopy: It's written in Purebasic, I haven't got time to get a video capture before the end of the contest but if needs be I may be able to get it done in a few days! (hopefully this new version will run on other PCs though!)

spitfire: Cheers! :) Originally it was going to be even chunkier -- the original concept was to have 32x24 UDGs to match the ZX Spectrum's display but that was just a bit too lo-res. And originally the colour scheme was going to be the Spectrum's colours (blended using overlapping UDGs as in the final version), but I eventually saw sense and went with a nice purple instead!

combatking0: The text size and the horizontal scroll speed are pretty much set in stone really, but if it's the sine speed that's making it hard to read then I can certainly include some way of tweaking this while it's running!


Offline Kirl

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Re: [UDG] purple.fUDGe
« Reply #8 on: February 23, 2013 »
That fixed it, good one StuAA!  :cheers:
Cool sines in the background, good colors and very nice overall look!  :clap:
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Offline nuclear

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Re: [UDG] purple.fUDGe
« Reply #9 on: February 23, 2013 »
Indeed the windowed version runs just fine. Really nice chiptune btw. Cheers.
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Offline Canopy

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Re: [UDG] purple.fUDGe
« Reply #10 on: February 23, 2013 »

windowed works here fine too, and fullscreen is indeed "crashy" :D

well done for fixing it in time!

Offline Shockwave

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Re: [UDG] purple.fUDGe
« Reply #11 on: February 23, 2013 »
Windowed mode works great here too, thanks for the fix :)
I really like this, and your music.
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Offline padman

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Re: [UDG] purple.fUDGe
« Reply #12 on: February 24, 2013 »
Windowed version runs smoothly here too. Oldschool FTW! I really like the look of it! And K++ for using Purebasic.  ;)
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Offline benny!

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Re: [UDG] purple.fUDGe
« Reply #13 on: February 25, 2013 »
Cool Fx, nice color scheme, sine-scrolltext and a wonderful chiptune! Cool entry  :clap:
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Offline Raizor

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Re: [UDG] purple.fUDGe
« Reply #14 on: February 25, 2013 »
Nice work :) The tune is really nice too,  great work on that! Ran fine here in Windowed mode. K++
raizor

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Offline jace_stknights

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Re: [UDG] purple.fUDGe
« Reply #15 on: February 26, 2013 »
Nice intro !
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Offline Hotshot

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Re: [UDG] purple.fUDGe
« Reply #16 on: February 26, 2013 »
That Cool one and window work very well.....but Full Screen Crash :(

Well Done for your First Demo  :clap:

Offline mazemaker

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Re: [UDG] purple.fUDGe
« Reply #17 on: February 26, 2013 »
Groovy!