Demoscene guidebook (2018)
21–30 of 56 posts
Re: Demoscene guidebook (2018)
#22Earlier 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.
Re: Demoscene guidebook (2018)
#23This 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)
#24Earlier 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
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)
#25This 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)
#26Re: Demoscene guidebook (2018)
#27Earlier 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.
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)
#28I 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
Congratulations to your friend for this efficient space-efficient word coinage ;)
Re: Demoscene guidebook (2018)
#29Earlier 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…
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)
#30Earlier 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.