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Messages - mrmudlord

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1
I mainly just lurk around, see what everyone's up to. That said, I got my first Spectrum recently, going to get that set up soon and see what it can do :)

Same, I know its been some time since I posted, but I might post more when I do more democoding again for a upcoming demoparty or something.

2
Projects / Shape Stories
« on: August 05, 2014 »
Just a small prod I did to learn OGL 3.3...
http://www.pouet.net/prod.php?which=63552

3
Projects / Re: 2nd Intro
« on: September 22, 2013 »
Looks really nice and polished. I like the design scheme, which is something I need to work more on in my own prods.

I echo hellfire's sentiments about a *very* slow rotozoom on the carpet in the background in the first section. Motion blur on the bouncy ball would be nice to see, as well as some blur on those rasterbars.


4
Projects / Re: Sundowner - Intro Sourcecode
« on: September 11, 2013 »
Thanks!
Always wanted to see how VBOs work since thats in OGL3 as standard.

5
Projects / Re: hearttro
« on: March 26, 2013 »
Nice one Mudlord. So, the heart is a 3D model created in blender and then exported?

Yes. I exported the model in Blender, then used Milkshape to export to C arrays.

thank you Shockwave for the comments :)

6
Projects / hearttro
« on: March 25, 2013 »
Just a simple intro to experiment with blender.


7
Projects / Re: remakes
« on: March 14, 2013 »
woah, nice remakes!

8
A intro for a demoparty.

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Projects / Re: Another Space Cracktro...
« on: October 17, 2012 »
holy damn this is nice, have some karma. :)

10
I Know, i am currently stuck at the instrument loading part, why triton, why did you had to make it so hard? By the way, i will be releasing the code now, i guess i won't take this as far as i though i would take, let me just organize this bitch. /rage

yeh, Triton must have designed thier specs to troll people :P instead of giving out a reference player like most things like MP3, FLAC, etc.

12
I hate to be demotivating but XM is one of the most fiddly formats to ever exist. There is no precise specs which means your mileage will vary with other players.

Personally, I would go with the Protracker MOD module format instead, doesn't have things like instruments to make things trickier like envelopes. Yet it will still provide a excellent challenge (and there is decent music in MOD around).

13
C / C++ /C# / Re: C# GM.DLS Parser (with source)
« on: October 15, 2012 »
Already have some ideas for this, like a synth based on GM.DLS samples.

Nice parser btw, have some karma.

14
General chat / Re: The Welcoming Committee
« on: October 15, 2012 »
thanks, glad to be here.

15
C / C++ /C# / Re: Fonts in 64k intros
« on: October 15, 2012 »
This:
http://nehe.gamedev.net/tutorial/outline_fonts/15004/
(wglUseFontOutlines)

But i guess this is what you mentioned with the "using existing system fonts (TTF such as Arial etc).", i only didn't understood why do you think this is limited...

That requires that the font is already installed on the target machine, so you're pretty limited in what fonts you can use (arial, helvetica etc). If you wanted to use a font that's not included in a standard Windows install, you'd need to carry it with you exe, which is gonna eat up a lot of space (and likely bump the intro size over 64k).

Unless you use the code I posted, yes, thats true. My lines just allows you to pick other fonts not installed on the end users system, thus removing that problem. Doesn't matter if they are outline or not, as long as they are TTF, they should be fine. I even tried *.FON files with degrees of success. Though depending on the font type, quality can vary. :/

16
C / C++ /C# / Re: Fonts in 64k intros
« on: October 14, 2012 »
Sadly thats the case, its a bitmap font. D:
I am also looking for the same thing you are looking for (ways to do decent font rendering/kerning).

17
C / C++ /C# / Re: Fonts in 64k intros
« on: October 14, 2012 »
In my craptro, I use a custom font which loads from memory.

The handle given to CreateFont is like this:
Quote
HANDLE m_fonthandle = AddFontMemResourceEx(
         fontdata,          // font resource
         fontdata_len,          // number of bytes in font resource
         NULL,             // Reserved. Must be 0.
         &nFonts         // number of fonts installed
         );
where  *fontdata is a pointer and fontdata_len is the length in bytes of the resource. Then on end you do RemoveFontMemResourceEx().

In my most recent prod I am working on for a demoparty, I just use a bitmap for the raster font.

18
General chat / Re: The Welcoming Committee
« on: October 14, 2012 »
Hi, mudlord here from pouet.

I was on this site in the past, but lost my password and my email had changed, so had to change to a new account.

Nice seeing you here raizor. :)

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