DarkOwl information 2 glöps
- general:
- level: user
- personal:
- first name: Mike
- last name: Hopkins
- demo MS-Dos Windows MS-Dos/gus emergency by Disaster Area [web]
- @drezeissler Emergency is a DOS demo. If you're using a Win95 machine, you'll likely need to boot it into real DOS. From memory, you need to press the F8 key when the Windows 95 logo appeared. Not sure if running it from within the Win95 command prompt would work, we haven't tested that.
The Windows executable is compiled for modern Windows (10, 11) and is only provided for convenience of running on a contemporary machine outside of DOS. It's not intended to run on legacy Windows versions. - isokadded on the 2024-01-03 07:37:58
- demo MS-Dos Windows MS-Dos/gus emergency by Disaster Area [web]
- @emoon To be clear, we only ever output 320x200 VGA mode 13h. With the linked shadertoy, set the scale to 1.0 re-run it. The right side gets a pretty strong blur though yes it does appear to move more smoothly. The left side, while more "jittery", maintains the integrity of the original pixel art and that crispness is what we strive for. Hope that explains the situation a bit better.
- isokadded on the 2023-12-02 08:09:50
- demo MS-Dos Windows MS-Dos/gus emergency by Disaster Area [web]
- Thanks for all the kind words!
Funny there's mention of Amiga style; @ript's beautiful rendition of the DA logo at the start came from an unreleased Amiga demo. Four colours plus copper effects, then they converted it to 6-bit VGA for us. For me personally, Amiga demos were always an inspiration when I only had CGA. In saying the demo has that sort of vibe, it's a humbling compliment!
The original concept came from @Sumaleth as he pulled together a huge collection of all these amazing 80s and 90s scifi/anime scenes. From there we worked it into the flow of the final. Having a pseudo-narrative this year vs just freely rearranging visuals and effects to @cTrix's fantastic music was a new challenge for us.
With parallax scrolling, the scenes are composited in real-time. I'd respectfully disagree that filtering the art between pixels would look better. I don't think that was really ever done circa 1995, unless it was pre-rendered video/3D which always looked soft/blurry imho. If you do have the means to watch this on a ~15" CRT, it's a bit less jarring than LCD. Hmm, if we rendered the demo at 640x400 but art remained 320x200 we'd technically have "half" pixels... future idea? Who knows hah!
As always @bananaboy and @sh0ck pulled off some amazing coding feats; We had a showstopper bug on the night that nearly derailed us but bboy finally pinpointed the issue and we finished the party release at the 11th hour. The post-party release here has some code improvements, timing tweaks and a few music and art additions we wanted to get to, while keeping within the spirit of the party release. Cheers! - isokadded on the 2023-12-02 00:23:31
account created on the 2015-03-04 04:56:12