Posts Tagged ‘demoscene’

  • DarkCubes released – Retro 16-bit demoscene gameyness

    Away3D is an awesome 3D library for Flash. Flod is an awesome library for replaying tracker music in Flash. Throw those two things together with my inner-geek upbringing of the 80s and you get DarkCubes. I grew up drip-fed on ST/Amiga demo effects, and this random little 3D game is what I banged out during a couple of lunch breaks and some hours last night.

    DarkCubes Credits

    I actually wrote DarkCubes back in 2000 on the PC/Windows using DarkBASIC (hence the title of the game). So I had the code and figured it would make a good first experiment for Away3D. A bit of messing around, a bit of swearing, and lots of fiddling later and this tiny puzzler was born.

    The logo is from the original PC game and was made by Yann ‘Kohai‘ Parmentier. The music is by Adam Sikorski (DSX of TRSI), 505 of Checkpoint and Toodeloo of the Dead Hackers Society. The rest by yours truly.

    Lots of keys do stuff in-game, so have a fiddle! (1-5 changes the music for example, D turns on Debug info, 7-9 change texture, etc. Read the scroller for the full list).

    I make no apologies for this beating shitty spec  Netbooks / PCs over the head with a giant CPU grinding axe. Deal with it. It’s hardly the end of the world.

    DarkCubes In-game

    Click here to play (sorry no pre-loader, but it’s only 1MB in size)

    Enjoy 😉

  • Particle Worm Explosion

    I was messing around tonight with the explosion code I wrote for Infinite Ammo, with a squiggly “worm like” behaviour and created the following weirdness. Click anywhere to set off an explosion. Click as much as you like to create total mayhem!

    [swfobj src=”http://sandbox.photonstorm.com/eskaflow.swf” width=”600″ height=”400″]

  • Demo FX Lib

    Somewhat inspired by my previous vectorball tests, and also from unearthing a load of my old demo source code, I decided to start porting some of the effects to AS3 into a single easy-to-use library, Demo FX Lib. Today I coded a nice image “drop down” effect, and a comprehensive 3D starfield routine. I’m very pleased with the starfield as it’s both smooth and versatile, you can literally tweak every value as it’s running, for some nice real-time effects.

    The object of these effects is that you can literally pull them into your game as needed. None of them mess with the stage, all of them return (and work on) either a single bitmap or sprite, so can slot-in easily to an existing system. I want to add a classic scroll-text system, plasma and some other traditional effects before I release the library.

  • Morphing Shiny Balls

    I was messing around with a little of my old DarkBASIC code last Friday, and figured it would be fun to port it to AS3. I threw in some extra effects and a new shiny ball graphic and here is the end result of an hours work. Adding scaling and z-depth sorting was pretty easy. You do get quite a bit of “popping” because I only z-depth once per loop, but I can live with that 🙂

    Adding a depth blur or hue shift is next on the list if I feel like it. There are 18 different wave forms in total. The SWF is 640×480 and published at 60fps (really meant for running on the desktop, but there we go)

    [swfobj src=”http://sandbox.photonstorm.com/morph.swf” width=”640″ height=”480″]

  • Behind the Square

    This is just a short post to say that the excellent new album “Behind the Square” has been released on C64 Audio.com. It’s a collection of remixed Mad Max (Jochen Hippel) tunes, put together by ACC:Xess. They are superb, spanning everything from the haunting Astaroth game over track, to some classic demo screen music. Superb value for £4.99 🙂 Click the album cover to visit the site and buy it!

    http://www.c64audio.com/productInfo.php?cat=STCD2