Dark Bit Factory & Gravity

GENERAL => Challenges & Competitions => Topic started by: Kirl on November 02, 2012

Title: [SPOOKY] DEMOnic
Post by: Kirl on November 02, 2012
Hello all, here's my entry for the Halloween comp. Had a lot of fun working on this. Everything is procedurally generated except for 3 vector shapes I used for the skeletons skull and the witch and cat body, the rest is drawn with code.

It turned into something quite different from what I started on, but I'm happy how it turned out. Everything is written from scratch for this challenge, I hope you like it! :)
Music is b00 by burnkit2600.

 https://www.youtube.com/watch?v=_CIkulrOq-E&t=19s (https://www.youtube.com/watch?v=_CIkulrOq-E&t=19s)

Original size (http://kirl.nl/halloween2012.html)
Full screen (http://kirl.nl/DEMOnic.swf) (change browser widow to resize)

There are a couple of test functions left in:
F - displays framerate (set to 30 fps max)
C - fades moon color through fully saturated HSL colors
SPACE - colors newly generated objects like grass, graves and trees
CTRL - toggle/restart text scrol
Title: Re: [SPOOKY] DEMOnic
Post by: benny! on November 02, 2012
Wow ... that blewed me away. How cool is this ? Pure awesomeness, mate!

+ Cool procedural tree's, graveyard and scene
+ Great overall visual design
+ Love the round world style in general
+ Syncing cat + skeleton
+ Interaction (Arrow left/right)
+ Runs in a browser

I definately prefer the fullscreen mode. Have to say that in the beginning I was a bit annoyed by the music - but it turns out to be a cool halloween song in the end. A little improvement maybe would be if the moon pulsates in sync with the bass drum.

Anyway - this is a PERFECT entry!
Title: Re: [SPOOKY] DEMOnic
Post by: benny! on November 02, 2012
Found a small bug ... in fullscreen mode having run it a while in the background - it seems that the restarting scroller and greetz now overlap (refer to attached screenshot).
Title: Re: [SPOOKY] DEMOnic
Post by: Clyde on November 02, 2012
Just Genius!! :D
Title: Re: [SPOOKY] DEMOnic
Post by: padman on November 02, 2012
Two words: fucking awesome! :clap: K++
Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on November 02, 2012
Thanks guys! :)

That's a weird bug benny, I know where it comes from but the scrollers shouldn't restart after running once. I can't seem to reproduce it easily either. ???
I'll experiment some more...

A pulsating moon is a cool idea, I tried fading the moon color before but it was too slow. I may be able to try something else though, thanks for the suggestion!
Title: Re: [SPOOKY] DEMOnic
Post by: Raizor on November 02, 2012
4 words: Super Fucking Mega Awesome!

That really is wonderful Kirl. So many little great touches and the animation is just lovely. The design is top notch and it's just great fun to watch and interact with. The subtle sync effects really add it to it too.

</gush>

K++
Title: Re: [SPOOKY] DEMOnic
Post by: neriakX on November 02, 2012
wow, this made my day kirl! awesomeness  :updance:
Title: Re: [SPOOKY] DEMOnic
Post by: combatking0 on November 02, 2012
The detail on this is amazing - parallax scrolling, the variable speed scroller, the excellent chip tune.

Flash is dead. JavaScript is undead.
Title: Re: [SPOOKY] DEMOnic
Post by: C3lt1c on November 02, 2012
This is so Fu**ing Awesome Bro! I like every detail in your Tro!!!  :clap:
You're the King in this Challenge!!!! Give him the Crown my brothers!  :cheers:

Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on November 02, 2012
Thanks a lot all!  :cheers:

It was good fun putting this together, got some cool new routines out of this too! I started with a spiderweb with physics but never managed to work it into a scene somehow. Most of the props were made to support the spiderweb, but then the scene got more interesting then the little web effect and it changed course entirely.
I'm kind of happy with the synch too, it gets a bit off ocasionally (I didn't use delta timing :whack: ) but it seems to work well enough most of the time. Thanks for the great comments! :)

@ benny
I managed to reproduce the bug, it happens when it runs in another tab or the background because code execution is paused but the music isn't. And I trigger certain events (like the greetings) when the music playhead is over a certain position.
Title: Re: [SPOOKY] DEMOnic
Post by: benny! on November 03, 2012
...
@ benny
I managed to reproduce the bug, it happens when it runs in another tab or the background because code execution is paused but the music isn't. And I trigger certain events (like the greetings) when the music playhead is over a certain position.

Ahhh good to hear. Well spotted !
Title: Re: [SPOOKY] DEMOnic
Post by: energy on November 03, 2012
Excellent!!  :P
Title: Re: [SPOOKY] DEMOnic
Post by: Optimus on November 03, 2012
Wow, I really like this one!

I am so hot about visuals of this kind, dark overlay over bright background, like in casual games (knytt stories, limbo, etc) and this is not only doing that, but interesting overlay of circular earth, skeleton that has nice running animation, good dark atmosphere.

p.s. This could even evolve into an interesting game (skeleton jumping with space, etc)
Title: Re: [SPOOKY] DEMOnic
Post by: Blacksheep8Bit on November 03, 2012
Brilliant effects and music, Kirl. If I have to compete against this, I already lost haha :D
Title: Re: [SPOOKY] DEMOnic
Post by: Hotshot on November 03, 2012
That is Excellent and Somethings Different :)
Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on November 04, 2012
Thanks for all the great comments! :)

@ Optimus
Really tempting to try that with some ragdoll physics, not sure how to fix a procedural jump though...
Title: Re: [SPOOKY] DEMOnic
Post by: Rbz on November 04, 2012
That's cool, funny running skeleton, great graphics  :kewl:
I also like this style very much!

I agree with Benny about first part of the music (before skeleton movement), is a bit annoying, I would have changed this part with some ambient sound.
Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on November 04, 2012
Thanks rbz, I hear what you guys are saying about the music. I considered removing the first part but once the first synch try kind of worked, content lazyness struck and left it as is. Liked using the slow build-up for revealing new stuff too (scene > synch > walk). Some ambient sounds to set the mood would've worked better, I agree.

Thanks for the criticism, really appriciate it! :)


There are a couple of test functions left in there (I'll edit my original post too):
F - displays framerate (set to 30 fps max)
C - fades moon color through fully saturated HSL colors
SPACE - colors newly generated objects like grass, graves and trees
CTRL - toggle/restart text scroll
Title: Re: [SPOOKY] DEMOnic
Post by: Dad1916 on November 04, 2012
Thumbs down for flash ! However this is the most atmospheric entry and has a lot of originality!  :xmas:
Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on November 05, 2012
Thanks rootuid. Why thumbs down for Flash, you didn't buy into Apple's propaganda did you? ;)
Title: Re: [SPOOKY] DEMOnic
Post by: jace_stknights on November 05, 2012
Fantastic!!!  :||
Title: Re: [SPOOKY] DEMOnic
Post by: spitfire on November 05, 2012
Vibey, good stuff!

I saw the moon rise from under the hill on internet explorer, not that its a big issue.
Title: Re: [SPOOKY] DEMOnic
Post by: JAC! on November 12, 2012
I really like this one. Is the skeletons animation pre-computed or is there some physics computation involved?
Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on November 13, 2012
@ spitfire
That's weird, I think it must be some kind of scaling issue, I didn't set the scale mode.

@ JAC!
The skeleton animation is computed realtime with sines rotating the bones back and forth, there is no physics involved though. I used some derivative of the walk sine speed for rolling the objects over the surface to create the illusion of movement. The parallax scrolling was done by setting random speed multipliers (~1) for every object, the multiplier range determines the percieved amount of depth.


Thanks for the wonderfull comments and the votes all! :)
If anyody is interested in the code let me know and I'll clean it up a bit before posting.
Title: Re: [SPOOKY] DEMOnic
Post by: JAC! on November 16, 2012
>If anyody is interested in the code let me know
Yes, definitely.
Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on November 20, 2012
I tried cleaning stuff up a bit and enabled some old code that was still in there. Ctrl now toggles the little spiderweb on and off and up and down keys adjust the curve of the planet. I posted the code instead of the scenefile because the included music made it much too big (~50MB :o). You can try it here (http://kirl.nl/DEMOnicPost.swf).

Hope the code will be of use to someone, happy to answer any questions!
Enjoy! :)
Title: Re: [SPOOKY] DEMOnic
Post by: JAC! on November 26, 2012
Thanks for the code. very descriptive and really nice reading - never saw action code before.
Title: Re: [SPOOKY] DEMOnic
Post by: Shockwave on January 03, 2013
I've just watched this and although I haven't seen any of the other entries yet I can fully understand why this earned you another gold trophy!  It's pure class, brilliant animation and concept :)
Title: Re: [SPOOKY] DEMOnic
Post by: Kirl on January 03, 2013
Thanks Shockwave! :)

I wrote my first new program for this year yesterday (fractal like goodness) inspired by the recursive function I used for the trees in this demo.