Author Topic: Drunken tunnel  (Read 9953 times)

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Offline Shockwave

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Drunken tunnel
« on: July 17, 2009 »
I have been drinking lots of cider tonight so apologies for this but I havent made anything while drunk fopr a long time and soo..

It's a tunnel that breathes, it's probably shit code but here it is anyway :)

Code: [Select]
'
' Breathing Tunnel Thing... Looks shit but who cares? :)
'
' Uncredited ripping is lamer behaviour and puts people off sharing their code.
' Props to you if you share credit.
'                       
' http://www.dbfinteractive.com/index.php
'
' This was coded whilst very, very drunk.. It was supposed to be filled but
' I got too drunk in the end
'
'-------------------------------------------------------------------------------

'-------------------------------------------------------------------------------
'>>   LIBS:
'-------------------------------------------------------------------------------

    #INCLUDE "TINYPTC_EXT.BI"
    #INCLUDE "WINDOWS.BI"   

    OPTION STATIC
    OPTION EXPLICIT

'-------------------------------------------------------------------------------
'>>   SCREENSIZE;
'-------------------------------------------------------------------------------

    CONST   XRES    =    800
    CONST   YRES    =    600
   
    DIM SHARED AS UINTEGER BUFFER ( XRES * YRES )

'-------------------------------------------------------------------------------
'>>   VARIABLES;
'-------------------------------------------------------------------------------

    DIM SHARED AS INTEGER RINGS     = 40
    DIM SHARED AS INTEGER STEP_SIZE = 10
    DIM SHARED AS INTEGER RADIUS    = 1000
    DIM SHARED AS INTEGER HALFX
    DIM SHARED AS INTEGER HALFY
   
                          HALFX=XRES/2
                          HALFY=YRES/2
   
    DIM SHARED AS DOUBLE PX(360/STEP_SIZE)
    DIM SHARED AS DOUBLE PY(360/STEP_SIZE)
    DIM SHARED AS DOUBLE RAD2DEG
    DIM SHARED AS DOUBLE MOVE,CLICKM
    MOVE=0
   
    RAD2DEG = ((4 * ATN ( 1 ))/180)
   
    DECLARE SUB PRECALCRING()
    DECLARE SUB DRAWTUNNEL()
    DIM SHARED AS DOUBLE OLD,TICK,ADD
   
'-------------------------------------------------------------------------------
'>>   INITIALISE SCREEN;
'-------------------------------------------------------------------------------

    PTC_ALLOWCLOSE(0)
    PTC_SETDIALOG(1,"WWW.DBFINTERACTIVE.COM"+CHR$(13)+"FULL SCREEN?",0,1)               
    IF (PTC_OPEN("By Shockwave",XRES,YRES)=0) THEN
    END-1
    END IF   

    SLEEP 5   
   

'-------------------------------------------------------------------------------
'>>   MAIN LOOP;
'-------------------------------------------------------------------------------


WHILE(GETASYNCKEYSTATE(VK_ESCAPE)<> -32767 and PTC_GETLEFTBUTTON=FALSE)     
    OLD=TIMER
    precalcring()
    DRAWTUNNEL()
    PTC_UPDATE@BUFFER(0)
    ERASE BUFFER
    SLEEP 1
    TICK=(TIMER-OLD)*4
    ADD=ADD+(TICK * 10)
WEND
EXITPROCESS(0)


SUB DRAWTUNNEL()
DIM AS DOUBLE DEPTH
DIM AS DOUBLE DADD
DIM AS DOUBLE XSINE,YSINE

DIM AS INTEGER O,L,C,X,Y,ADDITIVE,TC

    DEPTH=20
    DADD=DEPTH/RINGS
    DEPTH=DEPTH+MOVE
    MOVE=MOVE-TICK
    CLICKM=CLICKM-TICK
    ADDITIVE=CLICKM
   
    IF MOVE<=0 THEN
        MOVE=MOVE+(DADD*2)
        CLICKM=CLICKM-(DADD*59)
    END IF
   
    FOR O=1 TO RINGS
        TC=(RGB(O*5,O*5,O*5))
        C=0
        XSINE=260*SIN(ADDITIVE*RAD2DEG)
        YSINE=260*COS(ADDITIVE*RAD2DEG)
        FOR L=0 TO 360 STEP STEP_SIZE
            X=INT((PX(C)+XSINE)/DEPTH)+HALFX
            Y=INT((PY(C)+YSINE)/DEPTH)+HALFY           
            IF X>0 AND X<XRES AND Y>0 AND Y<YRES THEN
            BUFFER(X+(Y*XRES))=TC
            END IF
            C+=1
        NEXT
    ADDITIVE=ADDITIVE+15
    DEPTH=DEPTH-DADD
    NEXT



END SUB


SUB PRECALCRING()

    DIM AS INTEGER L,C,x,y
    DIM AS DOUBLE XX,YY,RADDY,RADDY2

        C=0
        RADDY =RADIUS+300*SIN((ADD*4)* RAD2DEG)
        RADDY2=RADIUS+300*COS((ADD*3)* RAD2DEG)
        FOR L=0 TO 360 STEP STEP_SIZE
   
        XX = (RADDY  * SIN ((L+(ADD*2)) * RAD2DEG) )
        YY = (RADDY2 * COS ((L+(ADD*2)) * RAD2DEG) )

        PX(C)=XX
        PY(C)=yy
       
        C+=1
           
        NEXT

END SUB

« Last Edit: September 14, 2009 by Jim »
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Offline Hotshot

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Re: Drunken tunnel
« Reply #1 on: July 17, 2009 »

very good  :)   :carrot:

Offline Shockwave

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Re: Drunken tunnel
« Reply #2 on: July 17, 2009 »
Cheers, maybe I'll fill it in when the room stops spinning :)
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Offline benny!

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Re: Drunken tunnel
« Reply #3 on: July 18, 2009 »
That's a good one. And the name drunken tunnel really fits.
Might be good if the colors where a bit stronger/lighter and maybe
adding some blur from time to time which could emphasize the drunken
part of it ;-)
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Offline Shockwave

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Re: Drunken tunnel
« Reply #4 on: July 18, 2009 »
The code's a bit messy but I'll fill the tunnel later on I think :D
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Offline Shockwave

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Re: Drunken tunnel
« Reply #5 on: July 18, 2009 »
Here's the finished article.

Code: [Select]
'
' Filled tunnel by Shockwave.
'
' Uncredited ripping is lamer behaviour and puts people off sharing their code.
' Props to you if you share credit.
'                       
' http://www.dbfinteractive.com/index.php
'
'
'-------------------------------------------------------------------------------

'-------------------------------------------------------------------------------
'>>   LIBS:
'-------------------------------------------------------------------------------

    #INCLUDE "TINYPTC_EXT.BI"
    #INCLUDE "WINDOWS.BI"   

    OPTION STATIC
    OPTION EXPLICIT

'-------------------------------------------------------------------------------
'>>   SCREENSIZE;
'-------------------------------------------------------------------------------

    CONST   XRES    =    800
    CONST   YRES    =    600
   
    DIM SHARED AS UINTEGER BUFFER ( XRES * YRES )

'-------------------------------------------------------------------------------
'>>   VARIABLES;
'-------------------------------------------------------------------------------

    DIM SHARED AS INTEGER RINGS     = 40
    DIM SHARED AS INTEGER STEP_SIZE = 10
    DIM SHARED AS INTEGER RADIUS    = 1600
    DIM SHARED AS INTEGER HALFX
    DIM SHARED AS INTEGER HALFY
   
                          HALFX=XRES/2
                          HALFY=YRES/2
   
    DIM SHARED AS DOUBLE PX(360/STEP_SIZE)
    DIM SHARED AS DOUBLE PY(360/STEP_SIZE)
    DIM SHARED AS DOUBLE RAD2DEG
    DIM SHARED AS DOUBLE RAD2DEG2
    DIM SHARED AS DOUBLE RAD2DEG3
    DIM SHARED AS DOUBLE MOVE,CLICKM

    DIM SHARED AS INTEGER T_PX( 360 / STEP_SIZE , RINGS )
    DIM SHARED AS INTEGER T_PY( 360 / STEP_SIZE , RINGS )

   
    MOVE=0
   
    RAD2DEG  = ((4 * ATN ( 1 ))/180)
    RAD2DEG2 = ((4 * ATN ( 1 ))/270)
    RAD2DEG3 = ((4 * ATN ( 1 ))/720)
   
    DECLARE SUB PRECALCRING()
    DECLARE SUB DRAWTUNNEL()
    DECLARE SUB TRIANGLE(BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER, BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL X3 AS INTEGER, BYVAL Y3 AS INTEGER , BYVAL TR AS INTEGER,BYVAL TG AS INTEGER,BYVAL TB AS INTEGER)
    DIM SHARED AS DOUBLE OLD,TICK,ADD
   
'-------------------------------------------------------------------------------
'>>   INITIALISE SCREEN;
'-------------------------------------------------------------------------------

    PTC_ALLOWCLOSE(0)
    PTC_SETDIALOG(1,"WWW.DBFINTERACTIVE.COM"+CHR$(13)+"FULL SCREEN?",0,1)               
    IF (PTC_OPEN("By Shockwave",XRES,YRES)=0) THEN
    END-1
    END IF   

    SLEEP 5   
   

'-------------------------------------------------------------------------------
'>>   MAIN LOOP;
'-------------------------------------------------------------------------------


WHILE(GETASYNCKEYSTATE(VK_ESCAPE)<> -32767 and PTC_GETLEFTBUTTON=FALSE)     
    OLD=TIMER
    precalcring()
    DRAWTUNNEL()
    PTC_UPDATE@BUFFER(0)
    ERASE BUFFER
    SLEEP 1
    TICK=(TIMER-OLD)*10
    ADD=ADD+(TICK * 10)
WEND
EXITPROCESS(0)


SUB DRAWTUNNEL()
DIM AS DOUBLE DEPTH
DIM AS DOUBLE DADD
DIM AS DOUBLE XSINE,YSINE

DIM AS INTEGER O,L,C,X,Y,ADDITIVE



    DEPTH=20
    DADD=DEPTH/RINGS
    DEPTH=DEPTH+MOVE
    MOVE=MOVE-TICK
    CLICKM=CLICKM-TICK
    ADDITIVE=CLICKM
   
    IF MOVE<=0 THEN
        MOVE=MOVE+(DADD*2)
        CLICKM=CLICKM-(DADD*59)
    END IF

'-------------------------------------------------------------------------------
' CALCULATE WHERE ALL THE POINTS ARE FOR THE TUNNEL!
'-------------------------------------------------------------------------------
dim as double xsine2,ysine2
dim as double lme
lme=3+2.3*sin(add*rad2deg3)
    FOR O=1 TO RINGS
        C=0
        XSINE=500*SIN(ADDITIVE*(RAD2DEG2))
        YSINE=500*COS(ADDITIVE*(RAD2DEG2))
        xsine2=xsine/lme
        ysine2=ysine/lme
        FOR L=0 TO 360 STEP STEP_SIZE
            T_PX(C,O)=INT((PX(C)+XSINE)/DEPTH)+(HALFX-(xsine2))
            T_PY(C,O)=INT((PY(C)+YSINE)/DEPTH)+(HALFY-(ysine2))
            C+=1
        NEXT
    ADDITIVE=ADDITIVE+15
    DEPTH=DEPTH-DADD
    NEXT

'-------------------------------------------------------------------------------
' AND NOW WE MUST DRAW IT!
'-------------------------------------------------------------------------------
    DIM AS INTEGER X1,X2,X3,X4,Y1,Y2,Y3,Y4,INC,INCS,mover
    DIM AS UINTEGER TC1,TC2,TC3,tc4,oo
    INCS=0
    mover=move/2
    FOR O=1 TO RINGS-1
        C=0
        OO=(O+mover)/3
        TC1=(O+mover)*2
        TC2=(O+mover)*2.1
        TC3=(O+mover)*2.2
        TC4=(O+mover)*2.3
        INCS=INCS+1
        IF INCS>1 THEN INCS=0
        INC=INCS
        FOR L=0 TO 360-STEP_SIZE STEP STEP_SIZE
        X1=T_PX(C,O)
        X2=T_PX(C+1,O)
        X3=T_PX(C+1,O+1)
        X4=T_PX(C,O+1)

        Y1=T_PY(C,O)
        Y2=T_PY(C+1,O)
        Y3=T_PY(C+1,O+1)
        Y4=T_PY(C,O+1)

        SELECT CASE INC
            CASE 1
            TRIANGLE(X1,Y1,X2,Y2,X3,Y3,tc1,oo,oo)
            TRIANGLE(X1,Y1,X3,Y3,X4,Y4,tc1,oo,oo)
            CASE 2
            TRIANGLE(X1,Y1,X2,Y2,X3,Y3,TC2,tc4,oo)
            TRIANGLE(X1,Y1,X3,Y3,X4,Y4,TC2,tc4,oo)
            CASE 3
            TRIANGLE(X1,Y1,X2,Y2,X3,Y3,tc3,oo,oo)
            TRIANGLE(X1,Y1,X3,Y3,X4,Y4,tc3,oo,oo)
            CASE ELSE
            TRIANGLE(X1,Y1,X2,Y2,X3,Y3,tc4,oo,oo)
            TRIANGLE(X1,Y1,X3,Y3,X4,Y4,tc4,oo,oo)
        END SELECT

        INC+=1
        IF INC>3 THEN INC=0
        C+=1
        NEXT
    NEXT


END SUB


SUB PRECALCRING()

    DIM AS INTEGER L,C,x,y
    DIM AS DOUBLE XX,YY,RADDY,RADDY2

        C=0
        RADDY =RADIUS+450*SIN((ADD*3)* RAD2DEG)
        RADDY2=RADIUS+450*COS((ADD*2)* RAD2DEG)
        FOR L=0 TO 360 STEP STEP_SIZE
   
        XX = (RADDY  * SIN ((L+(ADD)) * RAD2DEG) )
        YY = (RADDY2 * COS ((L+(ADD)) * RAD2DEG) )

        PX(C)=XX
        PY(C)=yy
       
        C+=1
           
        NEXT

END SUB




SUB TRIANGLE(BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER, BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL X3 AS INTEGER, BYVAL Y3 AS INTEGER , BYVAL TR AS INTEGER,BYVAL TG AS INTEGER,BYVAL TB AS INTEGER)
'-------------------------------------------------------------------------
' FLAT TRIANGLE RENDERER WITH ASSEMBLY LANGUAGE RASTERISING BY SHOCKWAVE ^ DBF ^ S!P 2006.
'
' USAGE : TRIANGLE ( X1 , Y1 , X2 , Y2 , X3 , Y3 , R , G , B )
' CLIPS TO SCREEN BOUNDARIES.
'
'-------------------------------------------------------------------------
'-------------------------------------------------------------------------
' WE NEED TO SORT THESE POINTS INTO ORDER FROM TOP TO BOTTOM, AN EXCHANGE SORT IS OK.
' AS WE ONLY HAVE GOT 3 POINTS TO ARRANGE.
'-------------------------------------------------------------------------
DIM AS INTEGER TEMPX,TEMPY,LO,LI,TC
                DIM AS INTEGER PX(3)
                DIM AS INTEGER PY(3)
                DIM TFLAG AS INTEGER
                dim pp as uinteger PTR
                DIM AS INTEGER IL1,IL2,SLICE
                TFLAG=0
                TC = RGB ( TR , TG , TB )
        PX(1)= X1
        PX(2)= X2
        PX(3)= X3
       
        PY(1)= Y1
        PY(2)= Y2
        PY(3)= Y3

FOR LO = 1 TO 2
    FOR LI =1 TO 2     
        IF PY(LI+1) <= PY(LI) THEN
        TEMPX = PX(LI) : TEMPY = PY(LI)
        PX(LI) = PX(LI+1)
        PY(LI) = PY(LI+1)
        PX(LI+1) = TEMPX
        PY(LI+1) = TEMPY
        END IF   
    NEXT LI
NEXT LO

'   BOOT OUT INVISIBLE TRIANGLES!

    IF PX(1)<0 AND PX(2)<0  AND PX(3)< 0 THEN TFLAG=1
    IF PX(1)>XRES AND PX(2)>XRES  AND PX(3)>XRES THEN TFLAG=1
    IF PY(1)>YRES AND PY(2)>YRES  AND PY(3)>YRES THEN TFLAG=1
   
        DIM AS DOUBLE XP1,XP2:' SCREEN POSITIONS.
        DIM AS DOUBLE XI1,XI2:' INTERPOLATIONS.
       
'***
'*** REGULAR TRIANGLE (Y1<Y2 Y2<Y3)
'***

IF PY(1)<PY(2) AND PY(2)<PY(3) or (PY(2) = PY(3)) THEN
    TFLAG=1
XP1 = PX(1)
XP2 = PX(1)
XI1 = (PX(1)-PX(2)) / (PY(2) - PY(1))
XI2 = (PX(1)-PX(3)) / (PY(3) - PY(1))

FOR LO = PY(1) TO PY(2)-1
   
IF LO>=0 AND LO<YRES THEN

    IF XP1<=XP2 THEN
        IL1=XP1
        IL2=XP2
    ELSE
        IL1=XP2
        IL2=XP1
    END IF
   
    IF IL2>XRES THEN IL2=XRES
    IF IL1<0 THEN IL1=0

    SLICE = IL2-IL1

IF SLICE>0 THEN
   

     

   
    PP = @BUFFER(IL1+(LO*XRES))   
    asm
        mov eax,dword ptr[TC]
        mov ecx, [slice]
        mov edi, [PP]
        rep stosd
    end asm   
    END IF
   

END IF

XP1=XP1-XI1
XP2=XP2-XI2
NEXT

XI1 = (PX(2)-PX(3)) / (PY(3) - PY(2))
XP1 = PX(2)

FOR LO = PY(2) TO PY(3)
IF LO>=0 AND LO<YRES THEN
    IF XP1<=XP2 THEN
        IL1=XP1
        IL2=XP2
    ELSE
        IL1=XP2
        IL2=XP1
    END IF

    IF IL2>XRES THEN IL2=XRES
    IF IL1<0 THEN IL1=0

    SLICE = IL2-IL1
    IF SLICE>0 THEN
 
       

    PP = @BUFFER(IL1+(LO*XRES))   
   
    asm
        mov eax,dword ptr[TC]
        mov ecx, [slice]
        mov edi, [PP]
        rep stosd
    end asm   
    END IF
END IF
XP1=XP1-XI1
XP2=XP2-XI2
NEXT

END IF


'***
'*** FLAT TOPPED TRIANGLE Y1=Y2
'***

IF TFLAG=0 AND PY(1) = PY(2) THEN
   
        TFLAG=1
        XP1 = PX(1)
        XP2 = PX(2)
        XI1 = (PX(1)-PX(3)) / (PY(3) - PY(1))
        XI2 = (PX(2)-PX(3)) / (PY(3) - PY(2))
FOR LO = PY(1) TO PY(3)
 IF LO>=0 AND LO<YRES THEN
    IF XP1<=XP2 THEN
        IL1=XP1
        IL2=XP2
    ELSE
        IL1=XP2
        IL2=XP1
    END IF
   
    IF IL2>XRES THEN IL2=XRES
    IF IL1<0 THEN IL1=0
   
    SLICE = IL2-IL1
    IF SLICE>0 THEN



    PP = @BUFFER(IL1+(LO*XRES))   
   
    asm
        mov eax,dword ptr[TC]
        mov ecx, [slice]
        mov edi, [PP]
        rep stosd
    end asm   
    END IF
END IF
    XP1=XP1-XI1
    XP2=XP2-XI2

NEXT
END IF
END SUB

« Last Edit: September 14, 2009 by Jim »
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Offline zawran

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Re: Drunken tunnel
« Reply #6 on: July 18, 2009 »
Great tunnel work, even if drunk :)

Offline Shockwave

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Re: Drunken tunnel
« Reply #7 on: July 18, 2009 »
Beer Cider made it possible. :)
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Offline Rbz

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Re: Drunken tunnel
« Reply #8 on: July 18, 2009 »
Nice tunnel  :clap:
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Offline benny!

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Re: Drunken tunnel
« Reply #9 on: July 18, 2009 »
Damn Shocky, thats simply amazing. One of the best tunnel-fx I know.

I drink some beer later this evening and watch it again.
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Offline rain_storm

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Re: Drunken tunnel
« Reply #10 on: July 22, 2009 »
Good work shocky that is really fast and not your usual tunnel effect

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Offline Shockwave

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Re: Drunken tunnel
« Reply #11 on: July 22, 2009 »
Good work shocky that is really fast and not your usual tunnel effect

The whole room looked the same to me that night, it looked quite normal when I made it.
Alcohol works every time.
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Re: Drunken tunnel
« Reply #12 on: July 24, 2009 »
Wow! Extreme cool! Very nice and funny drunken dot-tunnel ;) Thanks for sharing the source... i will d/l it later and take a look when having some more time in future... I am very interested to understand your source, how you filled the dot tunnel with the texture... thats awesome and a technique i dont understand atm ^^ K++ for the great tunnel and postsing the sources ;)
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Offline Shockwave

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Re: Drunken tunnel
« Reply #13 on: July 24, 2009 »
Thanks for the Karma :)
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Re: Drunken tunnel
« Reply #14 on: October 06, 2009 »
i think that Nick needs to be drunk constantly if he's creating like this when he's drunk :P :cheers:

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it's probably shit code...

far from it , it's a very very good studying example for others to learn and a very nice tunnel too ! with or without the texture filling :D


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Re: Drunken tunnel
« Reply #15 on: October 06, 2009 »
Wow what an effect Nick.I could almost taste the apples when watching it :D
K++ for source as well mate. :clap:
« Last Edit: October 06, 2009 by Waynet »

Offline Shockwave

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Re: Drunken tunnel
« Reply #16 on: October 06, 2009 »
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i think that Nick needs to be drunk constantly

Great idea!!
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Offline spitfire

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Re: Drunken tunnel
« Reply #17 on: October 07, 2009 »
screenshot attachments are missing here Shockwave

Offline bikerboy

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Re: Drunken tunnel
« Reply #18 on: October 07, 2009 »
screenshot attachments are missing here Shockwave

here you go  :)


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Re: Drunken tunnel
« Reply #19 on: October 07, 2009 »
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screenshot attachments are missing here Shockwave

There are about 700 similar posts throughout the forum, since we have no way of automatically recovering those we're still wondering what to do about it.

@BB thanks for posting the shot.
Shockwave ^ Codigos
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