Dark Bit Factory & Gravity
GENERAL => Projects => Topic started by: va!n on July 22, 2009
-
Hi guys...
This will be my contribution for PurePunch #3... a coding contest by djes of this pb community with the goal to code something in max 20 lines (max 80 chars per line) and using only ONE 512x512 image and only ONE soundfile ^^
Due fact i have a newer computer (Intel Q8200, Radeon 4870, 8 GB Ram) i cant test it on older systems and how does it works / looks there... So it would be nice if you can give me feedback if the intro looks like the screenshots and if it works okay/smooth on your machine...
I think your gfx card must support textures with sizes like 256x128 instead 256x256... However, the intro sadly dont uses any timer or fps limitation... so it may possible run in different speed on any pc... Sad [i hate this compilcated timer, deltatimer coding and it would not fit into this contest size... so sorry...
Just a small info about the source (will be released as public soon)... This time i dont use any Win32 API... So the source should compile and run on Windows, Linux and Mac :)
(http://www.secretly.de/_beta_/Reflections_BetaVersion_v4.jpg)
Download Beta-Version from 20-Aug-2009 (http://www.secretly.de/_beta_/Reflections_Beta.zip)
.: News 20-Aug-2009 :.
* Changed: Intro should now run on any PC in same speed (fps independent)
* Changed: Adjusted graphics a bit
* Changed: Source is now ~ 19,5 lines and should run on Windows, Linux, Mac ;-)
.: News 16-Aug-2009 :.
Here in germany we have today an absolutly great summer day but due fact i feel not good, i am still sitting at home and have tried to continue my entry for the pure punch contest 3 (maximal 20 lines - each maximal 80 chars). Here are some things that has been changed:
- Removed: The line drawing stuff (great idea guys, thanks!)
* Changed: Bad abstract tree thing has been replaced by a nice police car which fits hopefully much better into the scene
* Changed: Moving of the lighting blobs has been changed
* Changed: Corrected the author of the tune in the credits screen
* Changed: Background Skyline has been changed a bit (more detailed now)
* Changed: Added new features and hardcore optimized the source (just 19 lines of code now)
+ Added: Reflections of the moving lighting blobs on the floor
+ Added: Atmospheric moon in the sky
+ Added: Animated blue/red lighting on the police car
-
Works exept the blue blobs arent transparent (I see black around their edges)
Im on a laptop intel graphics chipset.
Timing is smooth.
Nice demo!
-
Runs fine here.
The city-background fits really well to the sirens in Eike's tune.
The chess-board blends into it nicely and the overlay gives a good impression of reflection.
But that tree-clipart sucks completely. And the lines should be anti-aliased.
-
I have to mirror Hellfires sentiments but I'd go as far as saying that the lines don't fit it very well. The additive bobs are nice though and it would be great to see a reflected bob object in that floor.
-
Runs fine on my Vista comp, looks like your screen shots.
I also dont think the tree object sort of fits with the rest of the scene that well. It also does look a little strange that the bobs are not refelcted as well, I dont mind the lines tho :)
I guess it is kinds difficlut to fit all that sort of stuff within the size limits, perhaps after you can expand it more ;D
-
I like the lines :)
-
@spitfire:
the blue blobs are using the DX blendingmode (D3DBLEND_SRCCOLOR, D3DBLEND_DESTALPHA), whichshould work on modern gfx cards without problems i think. possible your gfx card does not support this feature? Maybe i will write a small test app so we can see which modes are supported by your gfx card.
@all:
first a very big thanks to all your feedbacks and comments :-)
#TreePart:
Yes i agree to your comments that the tree clipart suxx in the scene. I had no real idea for any other graphic element to push the scene a little bit (more modern)... But now i
got possible THE idea... i will remove the tree thing for the next version and in my mind i have the idea to show a nice old american style police car. I think this could fit into the scene. But you will see and can test it, before the final will be released ;)
#Lines:
First i thought the line thing is okayish... Sadly PB dont support any inbuild antializing drawing commands. After reading your comments and Watching the intro with enabled/disabled lines, i am sure the lines will be removed for the next version!
#Reflecting Bobs:
I will try to add bob reflections to the floor, so it looks more realistic to the full scene!
#Bobs:
Let us wait and see how the bob movings looks without lines... i think their is something missing in the bob movings... but not sure what/how atm...
Now i will start and recode / change the intro... just wait for the next beta version ^^
-
@va!n:
Yup. Looks quite nice for 20 lines of code. I second what most of the
others already said. And choosing Wasteland from BitArts is truley a
good choice.
Reflecting the bobs is a must when you think about that original demo
it was used in ;-)
-
Unfortuneatly I have a PC pre 2005, and it doesnt run for me and crashes; im presuming it uses ps 3+.
What I will say is, that from the screen shots it looks absolutley awesome and I really hope you and it do well Va!n dude.
Cheers,
Clyde.
-
It won't be using any pixel shaders Clyde. Did you unzip the archive and run it from there?
It ran fine on my Windows7 netbook. I think it looks OK. The trees are a bit low-def, as other have said.
Jim
-
Ah ok then, perhaps its a screen res / ratio thang then, and yep i extracted it fully.
-
Still working on this project... just check out my first post for latest news.
-
Improvements looking good.
When is the deadline of the competition ?
-
thanks for your feedback.
the deadline for the "pure punch 3" contest is set to September, the 1st. just check out the the link for more infos ;)
http://forums.purebasic.com/english/viewtopic.php?t=38028&highlight=pure+punch (http://forums.purebasic.com/english/viewtopic.php?t=38028&highlight=pure+punch)
Sadly there is just only one entry until now... Hope that some more entries will follow like for the PurePunch 2 contest,
where 54 entries has been entered the compo: http://forums.purebasic.com/english/viewtopic.php?t=38018&highlight=pure+punch (http://forums.purebasic.com/english/viewtopic.php?t=38018&highlight=pure+punch)
-
Just seen screenshots of ifx2, looks amazing!
Best of luck with the contest :)
-
Judging by the screenshot it seems to be a lot more coherent, the police car is more in keeping with the cityscape than the tree you had there before. Nice one.
-
Intro should now run in same speed on any PC (fps independent), source should compile/work on Windows, Linux, Mac... Source is now about 19,5 lines (could be optimized to save about 40-80 more chars but i dont want to spend any time into this)... i have just to check/adjust some small graphical things and start again a small beta test if you guys would like to test the fps independent version (beta version will come very soon). final version is very near :)
-
Latest beta version from 20-Aug-2009 is now available.
-
Thats just awesome dude! Best of luck :)
-
Yeah, latest beta looks good va!n. Good luck with it in the contest!
-
Looks cool and runs smooth here, only thing is in the credits its says the tunes name/author but I thought that tune was called "wastelands" ?
-
Yes, the tune is the well known wasteland tune from the great vectorball - RSI megademo from 1989 *old but really gold* :P
Afaik the author isnt Romeo Knight, as most of the other RSI tunes tracked by him. Wasteland was composed by Bit Arts and afaik the the realname of this guy is Norbert Roecher.
Btw, nice you like it and that it works smooth for u :)
-
I guess the police-car would integrate much better if the chessboard was moving along the car-axis (like it was driving forwards).
Now it just drifts somewhat unmotivated on the plane.
-
Its much better but I can still see the outlines of the boxes if I look closely.
-
That looks like your gfx card isnt doing the blending function correctly, I had a laptop with intel chipset that did the same so its probably there driver at fault, the laptop i have with a radeon chipset shows it fine.
-
I think I'd agree with Hellfire about the car, it would be great if the road was rolling underneath it, I don't know how easy that would be for you to impliment, especially if the wheels of the car were animated.
It looks good though, you've definately achieved a really nice shine here, I really like it.
-
thanks for your feedback/comments.
@spitfire:
strange! but it really seems to be a problem with your gfx card or its drivers. mhhh...
@hellfire and shockwave:
I understand what you mean with the scrolling/moving of the floor... also something like color-cycling to get the effect like the car is moving while the floor is moving into the other direction... Mhhhhh... from perspective point it would make more sence, sure! I have tried to add much elements as possible in this source, because the maximum size of the source is 20 lines/each max 80 chars... I think when changing the floor moving, so it only moves into north/west direction (also diagonal) it may look like a kind of color-cycling? and the moving of the background (sky + city) and the small x moving of the lighting-bobs must be disabled, because else it would not look realistic when the car and floor is moving all the intro into a direction, while the backgroud is moving in x direction...? Or did i miss something? ;)
Btw, the antimated wheel thing is a really great idea! Maybe i will take some time and will try to add this "very nice idea"! Good one! :)
-
Test of modified floor effect:
I have tried to change the floor effect, so it looks hopefully more as hellfire and shockwave mentioned, as i understand both right.
Just download the test version and copy the exe into the beta folder, so the test version can find/load the bmp and mod file.
@all
What do you think, which version (floor) looks better?
Download TestFloor:
http://www.secretly.de/_beta_/Reflections_FloorTest.zip (http://www.secretly.de/_beta_/Reflections_FloorTest.zip)
-
Hmm.
I see what you mean about the movement of the buildings looking odd when the perspective of the floor is changed.
However it would suit the car better if the wheels were turning.
I'm kind of 50/50 on this one.
One other thing I did notice was the reflections of the metablobs.
They seem to extend above the floor plane sometimes, I never noticed before, it's probably no biggie.
-
I have to admit I don't understand why there is a cop car in there ???
I like the demo, as a whole, I think it's schmick. But it's suffering a bit because it needs a fork sticking in it to say it's done, and stop the tinkering.
Jim
-
I get the cop car, I think it's because of the siren in Bit Arts' tune, it kind of fits with the city and the siren, it's certainly better than the tree was.