Demoscene Category

  • Amiga Demo Gallery and JavaScript MOD/XM Replay Source

    I’m a massive fan of demos, both old-school and new. There’s just something elegant, creative and raw about them. A while ago I downloaded the complete Break’s Amiga Demo Scene Collection. And I’ve been pouring through them file by file, taking screen grabs of the bits that caught my eye! I’m not very far through but already I’ve taken over 600 screen shots. I find them quite inspirational as well as containing some amazing pixel art work here and there.

    So I’ve opened an Amiga Demo Grabs Gallery on this site to collect them all in. Feel free to browse the collection, 100 images per page! There’s a lightbox script with easy slide-show if you’d like to sit back and just watch. Each image also has a permalink should you wish to share it. I’ll be updating them irregularly, dropping another 50 or so images in whenever I can. They’re ordered by “most recently added first”, so check back from time to time for the latest grabs. Incidentally the screen shot above is from Ilija’s very first Amiga demo artwork :) Say no more.

    FlodJS 1.0 – MOD / XM Replay in JavaScript

    Remaining on an Amiga theme Christian has recently released FlodJS 1.0. This is a JavaScript port of his famous set of AS3 libraries that replay a massive variety of Amiga format music. From the original Ultimate SoundTracker, to NoiseTracker, ProTracker and more esoteric formats such as SidMon and Future Composer, he’s covered them nearly all. There is also a JavaScript port of his FastTracker 2 player meaning XM file playback in your HTML5 games is now totally possible. Full details can be found on the FlodJS page.

  • Anaemia demo by LiteWerx (WebGL)

    The Anaemia demo by Litewerx won 1st place in the TRSAC 2011 Demoparty that just finished. It’s a WebGL / JS demo using the Three JS library and consists of some lovely well-synced scenes. Although a little un-eventful in parts, the music helps keep things bubbling along and it’s an enjoyable ride that ran smooth as butter on my PC in full screen (i.e. maximised browser).

    Large to download (27MB) which takes its fair while pre-loading. And of course you need a browser capable of running WebGL. Chrome is best and works with the music. Other browsers may vary. But this is demoscene after all and not representative of using WebGL in a “typical web site” as some may mistakenly believe.

    Personally I just appreciate great demos no matter what they’re written in.

    Run the demo here (27MB, WebGL), vote for it on Pouet, or if you really must you can watch it on YouTube.

  • A request for AS3 Demoscene and Special Effects Routines

    I’ve been hard at work on my Flixel Power Tools for months now. My theory and motivation behind the tools is that I just want to make the process of game making fun. So instead of worrying about velocity or collision separation, you can create a bullet and just fire it. The idea being that if you’re able to actually make something and release it, it’ll give you the impetus to keep learning. And before too long you’ll be coding your own bullet handlers and relying on the tools less.

    A big part of the tools are my Special FX plugins. These are inspired directly from old-style demoscene effects. Things like plasma, copper bars, starfields and sine wave distorters. But I would really love to bulk out this area of the tools, which is why I’m making this post – to ask for you to donate routines and code to the project.

    If you’ve got any kind of special effect (especially retro style and demoscene effects) that you are willing to let me use please email them my way! Full credit will be kept and attributed to you at the top of the class file/s. You also must be happy with your code being released as open source, for the benefit of others. I know some people have issues with this, but I’m hoping that at some point in your development life you’ve learn or used a piece of open source code from someone else, so you could consider this your payback :)

    I’m open to all kinds of effects! But naturally those that use (or render to) BitmapData’s will be easiest for me to integrate.

    Got something you’re happy to share? Then please drop me a line! And don’t be worried about the “state” of the code at all, it will be properly formatted and I’ll document it before release. Note that I’m on vacation from August 20th to the 28th, so if I don’t reply right away I’m not being rude!

  • 1st Place Assembly 2011 Demo – Spin by Andromeda Software Development

    I already blogged about the lovely Molehill demo by Evoflash – but I still wanted to share the 1st place demo at Assembly 2011 – Spin by Andromeda Software Development (ASD). It starts out quite slow, and you may be tempted to quit after the first half a minute or so. But trust me, it’s worth sticking with! It just gets more and more intense. Effect after stunning effect. I especially love the sequence with the rhino running through the building, smashing away the walls Tron style. Simply beautiful.

    Watch it in HD quality on YouTube (if you can!)

  • Cubes of Babylon – Molehill powered Assembly 2011 demo by Evoflash

    Evoflash are probably the only group in the world making demoscene productions in Flash. But wow, are they good! I’ve blogged about them several times in the past, and tonight they released their latest demo: Cubes of Babylon at the Assembly 2011 party in Finland. It’s a lovely piece of work – perfectly synced to the music as you’d expect, with nice shaders, smart visuals and quality design to boot.

    It’s based on Away3D FP11 with their own modifications, running on evoengine2. In their words:

    “It’s basically just cubes and few textures with post processing stack of bloom, godrays, motion blur, depth of field, rgb chroma distrortion, noise vignette and in some parts brightness to palette mapping to create night vision, heat signature etc effects. Runs 60fps on X6 II 1075T & ATI HD6970 with 1280×720 back buffer size (actually because textures need power of two, we got 2048×1024 textures for post processing stack). This was just quick tech demo to see what we could push it initially, I think we got lots to go still. ”

    View it here (FP11 + compatible GPU required) or here it is on YouTube if your machine can’t cope.