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Demoscene guidebook (2018)

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Re: Demoscene guidebook (2018)

#21
This should probably mention Notch[0], a program for real time graphics that's written by a programmer[1] in the Fairlight group. It started as their demo tool and seems to have evolved to something more general. Other demo makers use it too now.

[0] https://www.notch.one/

[1] http://www.pouet.net/user.php?who=191

Re: Demoscene guidebook (2018)

#22
post #20
post #16

Earlier quoted context omitted.

A 4K intro (a decent one anyway) is much harder than a larger one. "If I had more time I'd write you a shorter letter..." I found a 256k intro to be a pretty good balance, constrained enough that you don't need a pro-quality art team to look good, but still enough space that you don't have to go too deep into procedural generation and compression.

I find a lowish size limit is a good equalizer. Higher chance to succeed as an individual. I don't know about 4K vs 256b. A particularly appealing format is amiga bootblock, which is a little under 1K because a signature is needed. With no limits, you'd be going against large groups with much experience. A new scener stands no chance.

256k not 256b

Re: Demoscene guidebook (2018)

#23

This should probably mention Notch[0], a program for real time graphics that's written by a programmer[1] in the Fairlight group. It started as their demo tool and seems to have evolved to something more general. Other demo makers use it too now. [0] https://www.notch.one/ [1] http://www.pouet.net/user.php?who=191

In all fairness, Smash is mostly a Jazz musician.

Re: Demoscene guidebook (2018)

#24
post #15

Earlier quoted context omitted.

That's funny, because so did I! =)

Maybe we saw each other :) The group i was with reached 5th place with this demo: http://www.pouet.net/prod.php?which=41739

Maybe we did, who can say? I was not attached at the time, and didn't have anything prepared. Did a little on-site 4K though. Started out with Turbo Pascal, and then migrated to hand coded assembler on a function-by-function basis until I ended up with pure asm. Then did a bit of whole-programme optimisation, mostly the parameter handling. T'was kind of a shitty prod, but fun. Didn't even need a packer.

IIRC I mainly hung out with the guys from The Coexistence and a BBS operator called Scythe. Nice guys all, and Scythe gave me a good ratio on his Box. Good times! =)

Re: Demoscene guidebook (2018)

#25

This should probably mention Notch[0], a program for real time graphics that's written by a programmer[1] in the Fairlight group. It started as their demo tool and seems to have evolved to something more general. Other demo makers use it too now. [0] https://www.notch.one/ [1] http://www.pouet.net/user.php?who=191

In all fairness, Smash is mostly a Jazz musician.

I'm afraid this reference went over my head. This Smash is an alias for Matt Swoboda.

Re: Demoscene guidebook (2018)

#27
post #13

Earlier quoted context omitted.

The best way to penetrate it is to just write a demo! It's fairly certain that it will be terrible, but the point is you tried and you will improve. Hopefully you'll get some pats on the back along the way, inviting you to try again with a second demo, and so it begins...

A demo seems like a seriously high hurdle. Maybe a 4K intro.

Some years back, Farbrausch released a "demo creation kit" of sorts, called Werkkzeug. It's still around, and it's a great way to dip your toes into the expressive end of things without having to hand-hack a bunch of assembler code.

Find out if you like creating things like that, and then level-up the skills as necessary to make it completely your own.

Re: Demoscene guidebook (2018)

#28
post #14

I smiled when I read the word "graphician" in the guidebook. That word doesn't really exist, or rather, it didn't exist until my scene group friend going by the handle OMG https://csdb.dk/scener/?id=2772 at the time invented the word: https://www.urbandictionary.com/define.php?term=graphician

I remember the word from '90s demoscene. I always assumed it's a clunky direct translation from "grafiker", which means "graphics artist" in both Swedish and German.

Congratulations to your friend for this efficient space-efficient word coinage ;)

Re: Demoscene guidebook (2018)

#29
post #24

Earlier quoted context omitted.

Maybe we saw each other :) The group i was with reached 5th place with this demo: http://www.pouet.net/prod.php?which=41739

Maybe we did, who can say? I was not attached at the time, and didn't have anything prepared. Did a little on-site 4K though. Started out with Turbo Pascal, and then migrated to hand coded assembler on a function-by-function basis until I ended up with pure asm. Then did a bit of whole-programme optimisation, mostly the parameter handling. T'was kind of a shitty prod, but fun. Didn't even need a packer. IIRC I mainly…

"Ratio" — that certainly brings back memories!

Access to online data was a carefully cultivated trickle back then. Every byte you could download was a potential treasure, something new and exciting.

Now online data is just a firehose where every website tries to make me download 50 megs of advertising junk as soon as I knock on their door...

Re: Demoscene guidebook (2018)

#30
post #13

Earlier quoted context omitted.

A demo seems like a seriously high hurdle. Maybe a 4K intro.

Some years back, Farbrausch released a "demo creation kit" of sorts, called Werkkzeug. It's still around, and it's a great way to dip your toes into the expressive end of things without having to hand-hack a bunch of assembler code. Find out if you like creating things like that, and then level-up the skills as necessary to make it completely your own.

You mean this one? https://github.com/farbrausch/fr_public
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