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The state of the demoscene: 1991 - 2011

category: general [glöplog]
reed: I'm aware that my data-set is not the perfect one, however, it is reasonably good, and especially (as you say) when looking at the last decade. So while it isn't ".0002-accurate", the tendencies and overall direction and crossovers should be correct enough for the analysis to be sound. I'd love to get more data to work with in the future (including how many people actuallly attend demo parties, where, which groups are responsible for which releases and so on and so forth), but when I start to go that deep it suddenly becomes pretty unmanageable. Also: the most important point is to set a target for what you want to uncover anyway, and not just look at all kinds of data because you can. :)
added on the 2012-01-24 11:19:03 by gloom gloom
yes, i doubt this is a good segmented regression analysis of interrupted time-series, or that the normality was tested by Shapiro-Wilk test while autocorrelation by the Durbin-Watson test!!!!!!
also, i'd see a double t-test of # of releases and # of cubes!!!! excluding FR-debris, that's a clear outlier!
Thanks maali, i'll have a white t with 2 cubes.
added on the 2012-01-24 11:42:14 by psonice psonice
I'll have one in black, size L please!
added on the 2012-01-24 12:02:10 by gloom gloom
i want a ribbons vs cubes graph that covers the last 10+ years.
added on the 2012-01-24 12:11:53 by wysiwtf wysiwtf
Quote:
it's the one creative medium that i can work in effectively (my painting is shit)


@smash: and what about your very nice chiptunes? :)
added on the 2012-01-24 12:27:59 by rez rez
I'm just going to say I thought these two quotes bore reiterating and should be carved in stone, so I'm pullquoting them.

"but i just prioritise making demos" - Smash

"Suggestion: next time you feel like making a demo, instead of looking for other sceners to work with try asking a bunch of people from outside the scene if they'd like to contribute." - psonice
Agreed, both very good points. 99% of the time is spent actually making the demo anyway, and if that's not fun, "you're doing it wrong!"..

I have also asked friends (non-coders) etc to help out, and it's been fun so far... However depends on the type of project of course.

But in this case it's artists who are interrested in real-time stuff (including games) and what that can bring - something which _can_ be hard to explain to a traditional 2D artist for instance, but in the fact that the gaming industry is so big nowadays makes even non-scene-artists realize that you can actually do a lot of cool looking things in real time.
added on the 2012-01-24 14:24:06 by jaw jaw
Up until now I think we can summarize the discussion by the following simple points:

  • Don't forget that making demos should be fun. If you don't think it's fun, that's the problem right there.
  • Making demos is just like any other hobby -- if you really like it, prioritize.
  • If you can't get anything done, get together with someone else, even someone outside of the scene (in fact, this is nearly always a positive thing)
  • Don't start on grand projects because they'll most likely never be finished, or you'll end up hating it before it's done. Instead, try to make some smaller, more concept-based demos. Also: see point one :)
added on the 2012-01-24 14:30:17 by gloom gloom
5. Learn to break down progress to smaller incremental pieces.
added on the 2012-01-24 14:34:27 by Gargaj Gargaj
Quote:
all the results are desesperatly SIMPLE to explain.

since several years most of people forgot the FUN in the demoscene and focused in releasing BIG demos in order to COMPETE into demoparties, and no groups are doing little, small, fast made and numerous fun prods.

and even if you try, you will be flamed by "not enough content" or "it's not demo", etc... etc...


I agree wholeheartedly with rez.

And about the "not enough content" flames... it does not matter if you are a novice or a veteran... cause in the last case they will flame you even more if you do not use your "full potential"! The hell! :D
added on the 2012-01-24 14:40:22 by ham ham
Forget the flamers. Just because some people are assholes is no excuse not set realistic goals for yourself and DO SOMETHING.

In fact, this thread has argued me into making my first real prod (stop motion done with lasers and baubles at the party, some of it while drunk, doesn't count) after waffling about how to do it for ages given my as-of-yet limited skills.

yeah, people may piss me off. but I'll have MADE SOMETHING. And at least two people who matter will pat me on the back for putting myself out there.
Quote:
BarZoule @< I just can't imagine how some of us can do demos AND raise kids at the same time.


Quote:
rez @< simple, I sleep 4~5 hours by night :)


rez: How many kids do you have ?
I'd be curious to see how long you last on a 4-5 hours routine with a kid or two, and a day job.
added on the 2012-01-24 15:53:08 by p01 p01
I sleep 4-5 hours normally (then 8-10 hours maybe every 2 weeks or so when it feels necessary). No kids though, just plenty of work (and that still doesn't leave enough time to make demos :( That has to be done during lunch hour..)
added on the 2012-01-24 16:11:50 by psonice psonice
Well, when you have kid(s) you can kiss your biweekly 8-10 hours catch up bye bye ;)
added on the 2012-01-24 16:35:22 by p01 p01
Oh fuck yeah, I second p01, when you have kids, you say bybye to long sleep on weekends, just because you need it after 5 days of sleeping a few hours.

The reason why I keep on making a bit of music is that my girlfriend works at night so when my daughter is sleeping, I can make the bleeps coming.
(and yes I meant "the bleeps come")
poi: that happens way too often already :( There's always a mid-afternoon siesta as a last resort, that usually leaves me with a headache though for some reason.
added on the 2012-01-24 17:06:38 by psonice psonice
how about making a demo together ? :) all groups and interested sceners merged to one big project... everyone try to do a part on it...

working together could maybe help new coders to learn how to code stuff, graphicans to learn how doing it better and musicans to learn how you could work together...

and the result could be something cool. :)

Maybe Demoscene is nowadays TOO much rivalry...
added on the 2012-01-24 17:07:42 by .. ..
Daxx: you know what they say about too many cooks. How would you plan such a demo?

If you're all doing your own thing you're making the world's most incoherent demo, if not you need a team of managers and a director etc to make sure it comes to plan. And somebody has to do all the shitty bits of the coding. Rivalry sounds a lot more fun :)
added on the 2012-01-24 17:26:32 by psonice psonice
It's about working with good friends who share the same visual and musical ideas... not about working with some other dudes who think that .xm > .it
Quote:
Don't start on grand projects because they'll most likely never be finished, or you'll end up hating it before it's done.


oh yea. been there ;)

i find it easier to make a demo when there is no deadline. shocking? and at the same time the more work i put into it.
added on the 2012-01-24 17:34:29 by rudi rudi
Yeah, deadlines aren't fun. Then again they do help keep you focused. I've decided that from now on I'm working to flexible deadlines, best of both worlds.

It just has to be fun to do, that's all. If you enjoy making it, you'll finish it and it'll be worth making. That's the only true reason to make a demo, fun, and maybe making sure knl learns that .xm > .it. Oh, and the women.
added on the 2012-01-24 17:53:27 by psonice psonice
oh the women!
added on the 2012-01-24 17:59:50 by wysiwtf wysiwtf

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