Help me embed demos in my game :)
category: offtopic [glöplog]
Hello!
I am making a game since some time ago, some of you probably already saw the old trailer (that feature old interface and graphics, the game is a bit different now) http://www.youtube.com/watch?v=pyaUtDLjnjI
Anyway, the engine that runs the game is open source, I modified it to play music with DUMB (previously it used MikMod :/), among other changes.
The game use vector-like graphics, and I want to put in the background of the levels, and in the main menu (that is sorta like Wipeout HD Fury main menu... I mean, the closest thing I can mention to explain it now), some demo-like stuff, specially that resemble those 4k demos with math objects, or flowers, origami, etc...
The thing is that I have no idea of how to code that stuff, my first contact with OpenGL was to make the current background effect (a grid of GL_LINES that distorts around the ball), so someone want to teach me, or code that stuff for the game?
I am willing even to "embed" a entire demo (with custom music and all) in the main menu, with proper credits (obviously).
Also, the license of the engine is zlib, so if you want to not open-source your demo code, that is possible.
I am making a game since some time ago, some of you probably already saw the old trailer (that feature old interface and graphics, the game is a bit different now) http://www.youtube.com/watch?v=pyaUtDLjnjI
Anyway, the engine that runs the game is open source, I modified it to play music with DUMB (previously it used MikMod :/), among other changes.
The game use vector-like graphics, and I want to put in the background of the levels, and in the main menu (that is sorta like Wipeout HD Fury main menu... I mean, the closest thing I can mention to explain it now), some demo-like stuff, specially that resemble those 4k demos with math objects, or flowers, origami, etc...
The thing is that I have no idea of how to code that stuff, my first contact with OpenGL was to make the current background effect (a grid of GL_LINES that distorts around the ball), so someone want to teach me, or code that stuff for the game?
I am willing even to "embed" a entire demo (with custom music and all) in the main menu, with proper credits (obviously).
Also, the license of the engine is zlib, so if you want to not open-source your demo code, that is possible.
you sure that's a good idea? demos are not THAT light on the cpu.
Perhaps try something with (small though quality) video-captures of parts? Writing something that integrates it by run-time is not only slow like Gargaj said, but also kind of tedious to get done properly. And then why? Code some of those effects yourself, probably takes less time :)
Also, I'm not sure if effects like that are really needed in breakout clone... no offense, but using such cpu-heavy task just for making pretty main menu is kinda stupid.
Most demo aren't as compatible as your ideal game.
Don't know about demos in the background ... but the game itself looks quite interesting :)
some spinning cubes or models, a tunnel, a plasma effect... you could change between the levels.
that could work and is not that hard to make.
that could work and is not that hard to make.
Hey, I am talking about a wireflame flower, or spinning cubes, or a mathematical shape... It is not .debris or elevation (elevation actually does not run on my machine :/)
And what is the problem in making a pretty menu? You preferred that all your games had a sucky menu with default windows GUI or something like that?
And what is the problem in making a pretty menu? You preferred that all your games had a sucky menu with default windows GUI or something like that?
speeder: for flower, learn iterated function systems, just a little math and some iterations. for spinning cubes, some algebra and trigonometry. should get you on track.
you can also like do koch-snowflake, and rotate them. its just like fractal geometry. use the end of the line as the start of the other line, use previous properties with some value or function like *0.75 (for an example) you can choose other values if you like, use them in an own array of float values in a iterated function. i dont know the exact mathematical words to use for this because i am not a mathematician myself, but its just an iterative process all along. at the end of the second iteration you multiply(or whatever) with the previous iterated values and get the new one, which in turn makes new branches. also use angles for rotating the branches. whatever that shape may be is your call.
Ok...
Anyway, how I animate it, I re-calculate the entire "thing" every frame, or there are a way to animate it by steps?
Anyway, how I animate it, I re-calculate the entire "thing" every frame, or there are a way to animate it by steps?
Can someone at least me point to some links of stuff to help me? Or sources (in whatever language... I only want to get the logic)
I don't get it... What you want me to look into processing site... :/
Parece estar muito bom o jogo. A musica é dinamica?
Experimenta procurar as 64kb dos Traction. A maioria é open source.
Experimenta procurar as 64kb dos Traction. A maioria é open source.
If you're not up for coding your own effects, you could try doing something in Flash (or maybe find an artist or someone else to do it) then use gameswf to render the .swf.
gameswf was originally built to be used as a UI for games. It's also open source, multiplatform, and works under OpenGL, which sounds like it fits your requirements just fine.
gameswf was originally built to be used as a UI for games. It's also open source, multiplatform, and works under OpenGL, which sounds like it fits your requirements just fine.
make some oldschool menu with diagonal scrolled logos in the BG ;D
I don't get it.. How can you code a game and at the same time have no clue about coding some simple demo effects?
i agree with hooverphony
Aïe agri ouize overfunny
I don't know graphics programming, I came from a business software background (but not by choice... is that my father thought that coding demos and games were useless, and only allowed me to make a graphical game for the first time after I was over 18...)
I never made a demo... And all that I learned is mostly blitting, and OGL immediate mode from nehe.
So I am clueless about how to make demo-like animations (even 2D ones... I have no idea on how to code some nifty 2D stuff seen on old Amiga demos)
My idea is learn as I go :) Until 1 month ago I never touched OpenGL, now I have full screen motion blur and particles made with immediate mode.
@xernobyl
O jogo geralmente toca uma música aleatória de uma lista na fase. As músicas foram na maior parte doada por pessoas legais do canal #mod_shrine :)
Mas alguns eventos mudam a música.
A música do trailer eu que fiz.
I never made a demo... And all that I learned is mostly blitting, and OGL immediate mode from nehe.
So I am clueless about how to make demo-like animations (even 2D ones... I have no idea on how to code some nifty 2D stuff seen on old Amiga demos)
My idea is learn as I go :) Until 1 month ago I never touched OpenGL, now I have full screen motion blur and particles made with immediate mode.
@xernobyl
O jogo geralmente toca uma música aleatória de uma lista na fase. As músicas foram na maior parte doada por pessoas legais do canal #mod_shrine :)
Mas alguns eventos mudam a música.
A música do trailer eu que fiz.
allowed? over 18?
you sound like a pussy.
you sound like a pussy.
Start here, although some of the later articles are probably of more interest to you:
http://www.flipcode.com/archives/The_Art_of_Demomaking-Issue_01_Prologue.shtml
http://www.flipcode.com/archives/The_Art_of_Demomaking-Issue_01_Prologue.shtml
You don't know my parents :P
They are nice, except when they are not.
I will read the stuff you just pasted bpoint :)
They are nice, except when they are not.
I will read the stuff you just pasted bpoint :)