smash information 436 glöps
- invitation Windows Pilgrimage 2005 by Trailer Park Demos [web]
- i just hate it. sorry.
- awful awful textures and mapping. really, some of the worst textures ive seen. ever.
- very low quality 3d.
- hardly any noticable lighting at all. you could have burnt in lighting automatically in your 3d modeller and it'd look like 100x better.
- camera work is all over the place.
given that it's a 3d flyby where those are the only selling points, means that it's not going to do too well.
- the ocean is a static texture. come on..
- music is ok "musically", but the sounds are like seriously dodgy general midi patch abuse.
- no new ideas at all.
it actually reminds me of one of those really early opengl "demos" (im talking the stuff on the SGI examples from like 1997 or something).
oh well. i know it must have been quite a bit of work to do this while learning 3d, but it just looks so bad i cant help but thumb it down.
- sucksadded on the 2005-08-17 10:22:51
- demo Windows Tannhäuser Gate by Cubicle [web]
- stood out a bit in the compo through actually having clear, recognisable scenes and graphics :) some nice ideas (although also some rather unoriginal ideas), and had a good atmosphere. but a lot of the geometry was quite simplistic and that glow effect was really really horrible and didnt do a lot of your scenes any favours. sorry.
- isokadded on the 2005-08-12 12:43:42
- demo Windows blockbuster by Outracks [web]
- every time glow is used in a demo since 2003, a kitten dies.
anyway. some better gfx than nokelvin, although not as excellent as snarling's work in portalprocess demos. a bit old-looking effects and reused stuff tho, and not any real nice coded stuff (to compare with the quat fractals last time). and some damn heavy camera syncs and music. got a real eye and ear bashing from this one.
overall its my favourite from you guys so far, although it's a bit "nothing new". - isokadded on the 2005-08-09 14:09:20
- 64k Windows The Piece by Mainloop [web]
- seemed to have a lot in common with last years prod (even the colourscheme), but it's still pretty cool. the flashes and stuff were a bit cheap tho, and some of the slogans.
nice, funny text writer. and i really like the track, the style and the attitude. =)
oh, the timing seems to jump a bit, it's not smooth.. (on this quite fast machine). is that intentional, or?
- rulezadded on the 2005-08-09 10:48:01
- 64k Windows Che Guevara by Fairlight [web]
- oh, didnt notice the windows 2003 part =) ok, there you go.
- isokadded on the 2005-08-08 11:49:19
- demo Commodore 64 hello:FRIEND by Fairlight [web]
- an art house movie on a c64.
- rulezadded on the 2005-08-08 11:17:46
- invitation Windows Sundown 2005 Invitation
- greets to parapete for his first released prod =) does the job nicely.
about sundown, hope as many people make it as possible =)
if any foreigners are coming in from stansted, give us a shout and we'll try arrange some pickup.
- rulezadded on the 2005-08-08 10:56:35
- 64k Windows Che Guevara by Fairlight [web]
- rave-n, read the fucking info file, it says ps2.0 required. which might give you half a clue while your ti4400 doesnt run it.
kbi, that config should work perfectly fine with it, so check your directx version and drivers. so if you could send some info (like where it exits or fails) that'd be really nice. it might run rather slowly on that cpu tho.
anyway, dont people remember that pouet etiquette says "dont thumb it down just cos it doesnt work on your config"? ... jees. how lame.
some other comments while im here:
manjit: you're absolutely right, the islands are bugging quite badly, i went a little far on float quantising before the deadline and didnt fix that one in time. there are some other bugs and glitches, so our usual promise about a final version goes here. (whether we stick to it, well.. it'd be the first time ever if we did =))
as it says in the info file, it needs a card with floating point rendertarget (16bit f and 32 bit f) support and ps2.0. that means you need something like a 5700 or 9600 to run it, and the 5xxx geforce series is going to do a pretty bad job on it. otherwise you dont need any special stuff, it should be fine on win2k etc and you dont need any d3dx dll. if i remember right it's compiled with dx9.0c, it could be 9.0b. =)
i had to take out the setup dialog and some error messages to make the magic 64k, so you're stuck with 800x600 fullscreen and aa enabled.
as for the name, the demo itself has no relation to it at all actually. but it made you wonder, eh? =)
we finished it, as usual, very late in the day - a few hours after the 64k deadline - but nowhere near as late as at bp, so it's at least in a little better condition than that one. unfortunately i was working on it at asm with a laptop that didnt actually run the intro properly, so fixing any design bugs didnt happen. so, yes, it's another unpolished release.
- isokadded on the 2005-08-08 10:21:05
- demo JavaScript neja by Ribbon [web] & Bomb
- thought this was great, and i dont know how on earth you didnt make the top 3 at least.
- rulezadded on the 2005-08-04 12:44:20
- demo Windows Imaginations by Dope [web]
- nice work, the first scene water/clouds stuff looked lovely. and it's a big step up from the gathering, which was only a few months ago. but here's some honest criticism:
- the character model and anim was .. bad. really. and the texturing too, just looks like a perlin noise map stretched over it. as for "plastic-style" shading, it's just looking like an hdr envmap to me. some kindof ambient occlusion or lighting/shading on it too would really help.
- the tree. a) it looks very generated, more so than a lot of 64ks actually. but b) it doesnt fit in that scene at all, cos the lighting on it doesnt give any hint of the rest of the scene's lighting. maybe thats intentional, but if it had the same extreme blue/white/black shading as the rest of that scene, it would have looked a lot better imo.
- quite a lot of the textures look simple and/or generated actually. clearly there is some good code at work here, but you need a bit more power on the gfx front. thats probably why the stuff that doesnt rely on gfx much (the water at the beginning for example) works a lot better.
- music was decent, but a bit oldschool for my tastes. =)
anyway, looking forward to see what you come up with next time. - isokadded on the 2005-08-03 10:26:02
account created on the 2000-09-14 11:23:11
