Dark Bit Factory & Gravity
GENERAL => Challenges & Competitions => Topic started by: jace_stknights on December 20, 2011
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Hello all,
here is my entry for TinyC5 challenge, my first one on DBF!!! :cheers:
I'm very happy for several reasons:
- It is the first time I'm using one of my professionnal language for fun ;D
- There's a long time I didn't product any new demo (not speaking about remakes)
- I'm very happy to enter a DBF challenge at all!!!
Thanks to Benny for his TinyC5 lib... It was a REAL pleasure to use it.
Some infos about this production: there are two versions! The index_YM.html is using the YM player rout, so the demo is FULLY in javascript. But as it sometimes bugs and running ONLY on chrome (does someone use anything else to view this???), I made a version using a MP3/OGG file (thanx to Benny for the code, big ripping).
The music should sync in the two way, but I must admit I didn't test on IE9 ( :bfuck1:)
I would like to add more effects, but my wife has been more than patient :whack: !!!
An online version is available at : http://stknights.free.fr/html5/dbf_tinyc5/
I hope you will enjoy this first try :D
NB: Added the screenshot (hu hu hu ;))
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Boah ... I am speechless.
:clap: :clap: :clap:
Never ever expected to see something like that in my browser. That one has all and is just perfect:
- Tunnel
- Copperbars
- Wireframes (even with mouseinteraction)
- 3D-Bobs
- Plasma
- Cool text effects
- Decrunch-FX
- Wobblin logo
- Starfield
That's just f****ckin GREAT!
Oldschool never dies!
Thanks a lot for this great production!
BTW, it seems that the online version does not work (the index file seems to be corrupted/broken)
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Thank you mate :D
Your lib let us made all that we want! The only limit is the speed of canvas pixel adressing...
By the way, the online version is fixed!
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Yeah, online version works great! Kewl!
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Wow!
What a great way to start your career in DBF comps! I watched it twice because I like it so much, especially the mouse controlled wireframe bit, that was really cool.
The tunnel was great too :) No weak parts at all.
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That was extremely impressive. The only thing it was missing was infinibobs.
I assume that was HTML5? I'm starting to think that's going to be a viable platform for 2D games.
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Wow!
What a great way to start your career in DBF comps! I watched it twice because I like it so much, especially the mouse controlled wireframe bit, that was really cool.
The tunnel was great too :) No weak parts at all.
Thank you! Hope it will not be the last entry :P
The first oldschool plasma should have been also user controled, but there is a time to stop working on this :D
That was extremely impressive. The only thing it was missing was infinibobs.
I assume that was HTML5? I'm starting to think that's going to be a viable platform for 2D games.
Yep, I'm starting to work on the Cuddly demo remakes, and I can tell you that Html5 can be a viable platform for 2D games!!! I will post a link soon.
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That's great Jace! A mini megedemo :) Some really nice effects in there, enjoyed watching it a lot!
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Fantastic work jace_stknights! :clap:
That was a very complete demo with a whole bunch of expertly done oldschool effects. Really interested to find out how you did the cool tunnel effect!
:cheers:
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Really interested to find out how you did the cool tunnel effect!
Without looking at the source, the tunnel is probably calculated before hand and the texture is scrolled with some offsets to make it look like it's moving ?
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Really interested to find out how you did the cool tunnel effect!
Without looking at the source, the tunnel is probably calculated before hand and the texture is scrolled with some offsets to make it look like it's moving ?
yep, this is the basic algo (used by everyone on the net!). I wanted to use the trick from Atari ST, but it will not have been the same way. This is a TinyC5 compo :D
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Without looking at the source, the tunnel is probably calculated before hand and the texture is scrolled with some offsets to make it look like it's moving ?
I guessed it would be something like that, but I wouldn't even know where to begin mapping a texture to a surface. In this case I'm familiar with pretty much all kinds of projection mappings from 3d dev, but I've got no clue about the basic logic of actually calculating the texture deformation. So it will be interesting to take a 1st look at that and meaby mess around with it a bit. :)
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Wonderfull Stuff!!
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A really amazing job mate the sure winner i think of this comp :updance:
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That was so old school my C64 just ran off crying :o
So many varied effects in such high detail - easily a contender for the best in show.
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Thank you mates!!! :buddies:
Merci mon cher Pad!!! ;) :cheers:
A really amazing job mate the sure winner i think of this comp :updance:
thank you ... hmmmm but I don't assume it will be me... I'm sure someone will produce something better just at the deadline. There are so much talents on DBF!!!! :clap:
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Amazing stuff mate! keep up the good vibe! we want MOAR!
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just upgraded to FF9... major general slowdown issue (obviously browser dependant)... expecially in the Wobblin' logo part... With FF8 the speed was OK (note that I'm with my old Core2Duo@1,66GHz notebook with GMA450 integrated gfx).
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just upgraded to FF9... major general slowdown issue (obviously browser dependant)... expecially in the Wobblin' logo part... With FF8 the speed was OK (note that I'm with my old Core2Duo@1,66GHz notebook with GMA450 integrated gfx).
Yeah, sad but true - Firefox got really bloated by now. I just read an article on a german blog that they hardy can compile a new version of their browser on windows because of memory limits (https://developer.mozilla.org/en/Building_with_Profile-Guided_Optimization). They are still using Microsoft Visual C++ 2005.
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Amazing stuff mate! keep up the good vibe! we want MOAR!
Next DBF Challenge? ;)
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Excellent, I used Chrome for the first time in ages to view and it worked a treat. I like the texture of the tunnel wall.
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that stuff simply blew me away! like Raizor already mentioned .. a Mini-Megademo! freaking fantastic! k++
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Thank you all :D
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question for Benny : I've put "SupportMobile : true" on the online version of my entry, but it doesn't work on Android mobile... ???
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question for Benny : I've put "SupportMobile : true" on the online version of my entry, but it doesn't work on Android mobile... ???
Hmm ... that's hard to judge from here. What supportMobile:true currently does is just setting the viewport right (320x480px) if a mobile device is detected. Since this feature seems to work for others, maybe its some other javascript code (maybe audio) which does not work on mobile android browser.
Sorry if I cannot help more here atm.
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Thank you. Next week I will try to fix it :P
Now it's time for Santa Claus!!! :updance:
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Awesome stuff here. There is even a YM player inside :)
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thanx! Oldshool ruleeeeez :carrot:
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So many effects! nice job on all of them.
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Amazing :clap: