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Messages - Omnikam

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1
I agree,  it's actually using low,  mid,  and high rang simulated frequency to move and resize the nurbs,  but it keeps ending in weird flashing,  but if I take out the routine it's just nurbs moving around randomly without any music influences,  I tried to lower the ranges,  with the usual tricks  /100 even 1000 and it still flashes.  I kinda left it in the vault because I'll have to do a complete rewrite of the sound, mostly it's not using actual sound frequencies,  as the player isn't capable,  so I'm simulated it using volumes,  unfortunately it's not working as expected,  I'll change to another audio player that actually uses frequencies,  maybe a mod player.  Having the nurbs move around is great,  but having it interact with an image is what I'm stoked about.  GLSL shaders have always been for me just a cool effect to  use with a scroller or logo,  but they were separate entities,  working out the pipeline to combine them and effect each other is pretty sweet.  Not that I use it for anything other than fun,  I'm not coding for any teams or such

2
Ive been working on this for about a week on and off, getting the shader to render the logo was a pain, I was happy with the Music effect on the Nurbs, but my favorite is the distortion effect on the logo
Source code is a MESS because i had to rewrite the logo display, so the old procedure is still in there, i just dont use it at render time. I have to fix up the scrolly which isnt working as i changed some gl quads and it no longer projects correctly , but im sure ill get it fixed
Anyway let me know if you like it and what you dont like if anything

3
Unfortunately trying to just change the screen resolution broke too many of the effects, id have to rewrite too much. I might do  so later, perhaps add a scaling routine
Im running it on a fairly modern laptop , so i dont know exactly why its not working for you  as its not  set to run full screen. But yes 320x200 is defiantly not standard  :-P
I was just playing around with an image and ended up creating a whole demo stemming from the 320x200 image size. And at 320x200 it creates  a very retro  feel

4
Possibly runtimes,  but also Possibly that your gpu wont run it as it opens a screen 320x200 and some gpu's wont a,allow it

5
Purebasic / A QUICK DEMO WITH NICE FONT AND BOBS
« on: April 08, 2025 »
IVE been working on this for a few days, Im liking the feel. Let me know what you think. The Font is Hand made, and doesnt involve any external file

6
Purebasic / Re: My New Demo (old school)
« on: June 20, 2024 »
 :inspired: The logo IS your workflow  :updance: you made it for me years and years ago  O0

7
Nice effect. I had to run it a window second time as fullscreen had my eyes popping out. 😀
I had a play with the code and got some even stranger fx too.
Feel free to share your modifications,  id be interested in other effects based around it   :cheers: :cheers:

8
My new logo effects, i really love it. Inspired by by wolfgangs old-school demo, although All the code is new. Run the compiled or unrar and use the logo. Let me know what you think

Code: [Select]
Procedure.f GSin(winkel.f)
  ProcedureReturn Sin(winkel * (2 * 3.14159265 / 360))
EndProcedure

UsePNGImageDecoder()
#ID_Sprite2       =2      ; ID Logo
#ID_Buffer2       =3     ; ID for logo temporary buffer

If InitSprite() = 0
  MessageRequester("", "Sprite", 0):End:EndIf

If InitKeyboard() = 0
  MessageRequester("", "Keyboard", 0):End:EndIf

If OpenScreen(800,600, 32, "Logo Wobble and Spin") = 0
  MessageRequester("", "Screen", 0):End:EndIf

  LoadSprite(#ID_Sprite2, "Omnikam.png", #PB_Sprite_AlphaBlending)
  If InitSound() = 0
MessageRequester("Error", "Sound system not available.") : End
EndIf
If  CatchMusic(0, ?Tune, ?TuneEnd-?Tune)
PlayMusic(0)
 EndIf
Global angle.f: angle = 0.0
Global spinAngle.f: spinAngle = 0.0
Global startTime.q: startTime = ElapsedMilliseconds()
Global moveflag = 0
Repeat
  angle + 2
  elapsedTime.q = ElapsedMilliseconds() - startTime
  help6.f = 0
  CopySprite(#ID_Sprite2, #ID_Buffer2)
  SH = SpriteHeight(#ID_Buffer2)
  SW = SpriteWidth(#ID_Buffer2)
  wobbleFrequency = 0.1
  wobbleAmplitude = 20
  If moveflag = 0 And elapsedTime < 8000
    spinAngle = 0
    EndIf
  If elapsedTime > 14000 And moveflag = 0
    spinAngle = spinAngle + 0.009
EndIf
  If elapsedTime > 42880 And moveflag = 0
    moveflag = 1
    EndIf
  If moveflag = 1 And elapsedTime > 43000
    spinAngle = spinAngle - 0.009
    Debug spinAngle
    If spinAngle <= 0 And moveflag = 1
       spinAngle = 0
    elapsedTime = 0
    startTime = ElapsedMilliseconds()
    moveflag = 0
      EndIf
  EndIf
  help6  = 0.0
  For i = 0 To SW
    spinAngle + 0
    help6 + 0.9
    ClipSprite(#ID_Buffer2, 0, i, SW, 2)
    sideToSideEffect = GSin(angle + help6 *2)* 40
    upAndDownEffect = Gsin(i + angle) * 20 + 100
    wobbleEffect = GSin(angle * wobbleFrequency) * wobbleAmplitude
    DisplayTransparentSprite(#ID_Buffer2, sideToSideEffect-200, -0 + i + upAndDownEffect + wobbleEffect - 200)
    RotateSprite(#ID_Buffer2, spinAngle, #PB_Relative)
  Next
  Delay(10)
  FlipBuffers()
  ClearScreen(0)
  ExamineKeyboard()
Until KeyboardPushed(#PB_Key_All)

DataSection
   
Tune:
 IncludeBinary "simpukka_chilli.xm"   ; no need to convert it to DATA statments using bin2data, just include the file.
TuneEnd:
 

EndDataSection

9
Purebasic / Re: My New Demo (old school)
« on: November 12, 2022 »
Cheers, yeah I really tried to tweak out the scroller too get unusual effects, looks OK at my end but wasn't sure if it would look the same across the board. The effect was suppose to be random flashing of the letters as the shook their way across the screen

10
Purebasic / My New Demo (old school)
« on: November 08, 2022 »
Just something ive been playing with, i tribute to old school days
included is  source  and exe

11
Projects / My New Demo
« on: May 19, 2021 »
This is something i wrote adapting Vains nice tunnel effect, Thanks for the Tutorial
I think it looks Amazing, no extra bit needed

Code: [Select]
InitSprite()
UsePNGImageDecoder()
OpenScreen(640,480,32,"Cool Effect")
; -------- Init Code --------
Global angle.f:   angle=0.0
Global lTextureSize.l  = 256
lScreenWidth.l  = 640
lScreenHeight.l = 480
#xres=640
#yres=480
Dim aTexture  (lTextureSize, lTextureSize)
Dim aDistance (lScreenWidth, lScreenHeight)
Dim aAngle    (lScreenWidth, lScreenHeight)
Dim aBuffer   (lScreenWidth, lScreenHeight)
Procedure.f GSin(winkel.f)                              ; angle calculation by Danilo -> thanks comrade :)
   ProcedureReturn Sin(winkel*(2*3.14159265/360))
 EndProcedure
 
 Procedure.d ATon2(y.d, x.d)
  !FLD qword[p.v_y]
  !FLD qword[p.v_x]
  !FPATAN
  ProcedureReturn
EndProcedure
; -------- Generating Distance and Angle Table --------
For i = 1 To 1000
  dDistance.d = i
  Next
dParts.d    =  0.5
       For x = 0 To lScreenWidth -1     
  For y = 0 To lScreenHeight -1
    aDistance(x,y) = Int(dDistance * lTextureSize / Sqr( (x-lScreenWidth/2) * (x-lScreenWidth/2) + (y-lScreenHeight/2) * (y-lScreenHeight/2) )) % lTextureSize
    dAngle.d = (dParts * lTextureSize * ATon2(y-lScreenHeight/2, x-lScreenWidth/2) / #PI)
    aAngle(x,y) = Int (256 - dAngle) & 255
  Next
Next
dSpeedX.d = 5.0
dSpeedY.d = 5.0


Repeat
  ; ------- Stuff for doing the animation -------
 
  dAnimation.d = dAnimation.d + 0.005+ch1_size            ; timeGetTime_() / 1000
  If dAnimation.d >= 1.0 : dAnimation = 0.0 : EndIf
 
  lShiftX.l = Int(lTextureSize * dSpeedX.d * dAnimation.d)
  lShiftY.l = Int(lTextureSize * dSpeedY.d * dAnimation.d)

  ; -------- Calculate Texture coordinates and draw Tunnel -------
  image = CreateSprite (0, lScreenWidth, lScreenHeight)
  StartDrawing(SpriteOutput(0))
    For x = 1 To lScreenWidth -1
      For y = 1 To lScreenHeight-1
        lCoordinateX.l = (aDistance(x,y) + lShiftX) % lTextureSize     
        lCoordinateY.l = (aDistance(x,y)    + lShiftY) % lTextureSize   
        aBuffer(x,y) = aDistance (lCoordinateX.l , lCoordinateY.l)
       Plot(x, y,RGB(255,0 ,aBuffer(x,y)))
           Next
    Next
    StopDrawing()
    Global z
  help6.f=0   ; From ID_buffer2 to Screen with y deforming
  b=5
  For i=0 To 400                                        ;clip 400
    help6+0.6
    ClipSprite(0,0,i-ch0_size,600+48+48-ch2_size,20+ch1_size)
    help7.f    =GSin(angle+ help6*5 )*40   
    help7=help7+GSin(angle+(help6*2))*60
 
    DisplayTransparentSprite(0,0+help7-10+30,5+i+0-310,30);
    DisplayTransparentSprite(0,-90+help7-10-20,5+i+0-310,30);
   DisplayTransparentSprite(0,-70+help7-10,1+i+0+370,30);
    DisplayTransparentSprite(0,70+help7-10,1+i+0+370,30);
    If b>900000
       b=5
    EndIf
 Next
 r+0.085
    FlipBuffers()
     ClearScreen(0)
   Until GetAsyncKeyState_(#VK_ESCAPE)

12
Purebasic / Re: ST Connexion screen remake
« on: May 17, 2021 »
This was awesome, love the feel of it. Atari Forever. Great work

13
Purebasic / My thirsd demo which is my first
« on: May 15, 2021 »
Not finished so ill update, but this is a remake of my first demo
To really appreciate this you have to think mentally challenged coder   O0

14
Purebasic / Re: My first intro!
« on: May 15, 2021 »
You should reupload this emook as its no longer downloadable, and its very good from memory 

15
Projects / Re: Special FX CD 70 remake
« on: May 15, 2021 »
 :clap:  Looks great,  working on my Windows 10

16
Projects / Third DEMO wip
« on: May 15, 2021 »
So Im still learning, My third attempt to create a demo. I decided to recreate my first demo, but add what ive learnt since then
It was a crazy simple demo , this one is a little more advanced
I used the decrunch routine posted on these forums and the ground routine , as well as the scroller
heck most of the code is bits and pieces taken from here and there
But i put this together so enjoy and give me feedback because i want to improve it

17
Thanks again for doing this, i probably overlooked just how good it was at the time  :clap:

18
Purebasic / Re: Sync V2M Music 2 GLSL Shader
« on: April 17, 2021 »
Great job inc   
Would you mind sharing your source for the vu/ gl shader  interaction. Ive been trying unsuccessfully to get it working myself

19
Hi Guys i know its been a while but ive had no computer for awhile now, but that`s fine as ive just bought a small tablet
Im having issues though with GLSL shaders not displaying, The example here http://www.dbfinteractive.com/forum/index.php?topic=6674.0
I See the Scroller and the textured Quad, but no shader. You might think its some driver limitation, but it`s not As ive  been able to run GeeXLab and compile and see the shaders on it. This Issue seems like purebasic only,
If Anyone might take a quick look at it, perhaps the solution isnt hard. My linked example only works in vs 5.44 with uni code executable unchecked
I was in the proccess of updating my code to work on the uni only 5.70 but cannot see any results. I have set sub systems to OpenGL
But like ive said GLSL shader are working , just not in purebasic on Intel HD gpus
Sorry if this is the wrong place to post, but you are my last hope a getting it working

20
 :goodpost:

Wow! inc i love it   :buddies:   And thanks for the link to the code snipit, very nice effect  :)

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