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Messages - StuAA

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Challenges & Competitions / Re: [UDG] purple.fUDGe
« 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!


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Challenges & Competitions / [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!

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General chat / Re: Demoscene Riddle #11
« on: January 31, 2013 »
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General chat / Re: The Welcoming Committee
« on: June 10, 2012 »
Hey guys, thanks for the warm welcome :) And hello n00bstar and adhamW!

Hey StuAA. Good to see you. Consoles are an interesting place to come from, a different approach to the demoscene. There were some cool cracktros with some psone games. What platforms were you making trainers for?

Call me paranoid but even though it was years ago, I'm still a little wary of giving out info about it, just in case! It always felt like a pretty small, close-knit scene too (although not so close-knit that there wasn't a bit of rivalry, friendly and otherwise ;)) -- suffice to say there were only really a handful of us training games, and very few groups bothered to put cracktros on their game releases. That said, we had a few Amiga sceners in our group, including our main coder -- that brought an oldskool feel to our releases, which were definitely more in the C64/Amiga vein than anything else!

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General chat / Re: The Welcoming Committee
« on: May 20, 2012 »
Hey there :) Long-time fan of the demoscene here, from back in the Amiga days onwards. I've dabbled briefly in music and coding (and was briefly involved in the console scene around 2000-ish doing trainers) but never really released anything, and I've decided to crack on and put something together, as coding/composing practice if nothing else :)

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