Posts: 3,288
Threads: 167
Joined: Nov 2001
Quote:i think as the overall demo bin gets thinner, maybe we should make a way to judge all these demos.
my favs:
sphere and light mapper
floormapper
manderbolt (me no spell good)
starfield
glenn's super-duper demo!
Glenn wins!!!!
Hands the wise-one a cheese.....
cheers,
L......y
Posts: 1,080
Threads: 87
Joined: Feb 2002
oups! I just realized my entry uses a colon joined for(next
delay function, but whatever, you could always delete the
delay hehe
/post]
Posts: 1,407
Threads: 117
Joined: Dec 2002
My favourites:
Rel's Translucent plasma,Lens and Lightmap
Toonski's spirograph
Dav's textured random painting
Binary Shock Xor square plasmas
Wizardlife non-standard pinwheel
Lithium smiley zoomer
Nathan "fire" plasma
Antoni
Posts: 6,419
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Joined: Mar 2002
Haven't you seen my fire?
Posts: 1,407
Threads: 117
Joined: Dec 2002
Nathan:
No doubt converting the C fire you posted into a 9 lines basic program has been a hard job... but it does'nt look like a fire, at least in my computer. I added it to my favourites list ..as a plasma.
Antoni
Posts: 2,020
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Joined: Jun 2002
!! i cant believe i never tried rel's second plasma until now!! oh my god, that is AWESOME, *you win*. another one i failed to test was lithium's starfield with lighting and motion blur... that is amazing!
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
Posts: 2,020
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Joined: Jun 2002
oh, and i dont know who wanted this, i think it was rel, but i converted my text fire to "hi res" 80x50 and added a vertical refresh:
Code:
1 IF i = 0 THEN WIDTH 80, 50 ELSE OUT &H3C8, 0
2 FOR i = 0 TO 18
3 IF i = 18 THEN WAIT &H3DA, 8 ELSE IF i MOD 3 = 0 THEN OUT &H3C9, (i \ 3) * 10 ELSE OUT &H3C9, 0
4 NEXT i
5 IF x% = 0 THEN DEF SEG = &HB800 ELSE CLS
6 FOR x% = 7999 TO 5080 STEP -2
7 IF x% > 7840 THEN POKE x%, CINT(RND) * 80 ELSE POKE x%, ((PEEK(x% + 160) + PEEK(x% + 162) + PEEK(x% + 158) + PEEK(x% + 320) * 1.5) / 5)
8 NEXT
9 IF INKEY$ = "" THEN GOTO 1
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
Posts: 1,407
Threads: 117
Joined: Dec 2002
Nathan:
I just compiled your C fire, and this one is a real fire!
I don't know what do you and Phobeus did to the poor QB fire to squeeze it into 9 lines... :???:
Antoni
Posts: 5
Threads: 0
Joined: Aug 2002
Now i was going to tell you that the 9 lines QB fire comes from one of the most realistic fire coded in C
In QB the fire don't seems to be such a fire due to palette, i mean, the palette we use in QB has more white than the C one.
I hope you liked it. BTW we made an ASM library with simillar efects. We coded that for a intro but (as always) we didn't finish it.
ed: nothing better when you are tired.
Posts: 46
Threads: 12
Joined: Dec 2002
SCREEN 13
DO
a = RND * 320
b = RND * 200
CIRCLE (a, b), RND * 100, RND * 14
PAINT (a, b), 0
LOOP WHILE INKEY$ = ""
do i gain points because it is short?
img]http://forums.rleague.com/images/avatars/westsig.gif[/img]
go the mighty maggies.
(thanks yakstorm)
i regularly visit a rugby league version of these forums. i have amassed almost 2k worth of messages.