Page 1 of 1

Reflections Beta 21-Aug-09 (for PurePunch 3 coding contest)

Posted: Wed Jul 22, 2009 4:30 pm
by va!n
Hi guys...
This will be my contribution for PurePunch #3... a coding contest by djes of this pb community with the goal to code something in max 20 lines (max 80 chars per line) and using only ONE 512x512 image and only ONE soundfile ^^

Due fact i have a newer computer (Intel Q8200, Radeon 4870, 8 GB Ram) i cant test it on older systems and how does it works / looks there... So it would be nice if you can give me feedback if the intro looks like the screenshots and if it works okay/smooth on your machine...

I think your gfx card must support textures with sizes like 256x128 instead 256x256... However, the intro sadly dont uses any timer or fps limitation... so it may possible run in different speed on any pc... Sad [i hate this compilcated timer, deltatimer coding and it would not fit into this contest size... so sorry...

Just a small info about the source (will be released as public soon)... This time i dont use any Win32 API... So the source should compile and run on Windows, Linux and Mac :)

Image
Download Beta-Version from 20-Aug-2009


.: News 20-Aug-2009 :.
* Changed: Intro should now run on any PC in same speed (fps independent)
* Changed: Adjusted graphics a bit
* Changed: Source is now ~ 19,5 lines and should run on Windows, Linux, Mac ;-)



.: News 16-Aug-2009 :.
Here in germany we have today an absolutly great summer day but due fact i feel not good, i am still sitting at home and have tried to continue my entry for the pure punch contest 3 (maximal 20 lines - each maximal 80 chars). Here are some things that has been changed:

- Removed: The line drawing stuff (great idea guys, thanks!)
* Changed: Bad abstract tree thing has been replaced by a nice police car which fits hopefully much better into the scene
* Changed: Moving of the lighting blobs has been changed
* Changed: Corrected the author of the tune in the credits screen
* Changed: Background Skyline has been changed a bit (more detailed now)
* Changed: Added new features and hardcore optimized the source (just 19 lines of code now)
+ Added: Reflections of the moving lighting blobs on the floor
+ Added: Atmospheric moon in the sky
+ Added: Animated blue/red lighting on the police car

Posted: Wed Jul 22, 2009 10:18 pm
by idle
Nice, works fine on XP3 2ghz Athlon

Posted: Wed Jul 22, 2009 11:40 pm
by cxAlex
Works fine at XP Sp3, Intel Core 2 Quad @ 3.1 GHz, Nvidia GForce 7200 GS

Greets, Alex

Posted: Thu Jul 23, 2009 12:00 am
by netmaestro
I'm using an Intel E2160 dualcore proc @1.8 ghz, I gig ram and no video card - just onboard video and it runs fine. You did a nice job on it, excellent work :wink:

Posted: Thu Jul 23, 2009 7:04 am
by thyphoon
Juste a Little error on Ball Sprite... I see the black sprite border on my job computer. My graphic card : Intel(R) 82945G Express Chipsef Family
XP Pro SP3
Pentium 2 core 3,40Ghz, Ram 2Go

Image

Posted: Thu Jul 23, 2009 10:16 am
by va!n
@all:
First a big thanks to the few guys gived me feedback!

For the next beta version some changes will be made... The tree clipart suxx and dont really fit into the scene! So this object will be removed by something i have in mind like an old american style police car which may fit much better into the complete scene ^^

The lines will be removed, so only the bobs are visible... Mirror effect for bobs on the floor will be added - so the scene looks hopefully more realistic and better...

So just wait for the next beta version ;) thx



@thyphoon:
Ah, many thanks for the screenshot showing the problem. I will check it and try to fix if possible.

Posted: Sun Aug 16, 2009 7:47 pm
by va!n
Still working on this project... just check out my first post for latest news.

Posted: Thu Aug 20, 2009 3:26 pm
by va!n
latest beta from 20-aug-2009 availbale... (see first post)

Posted: Fri Aug 21, 2009 2:33 pm
by va!n
Test of modified floor effect:
I have tried to change the floor effect, so it looks hopefully more as hellfire and shockwave mentioned, as i understand both right.
Just download the test version and copy the exe into the beta folder, so the test version can find/load the bmp and mod file.

@all
What do you think, which version (floor) looks better?

Download TestFloor:
http://www.secretly.de/_beta_/Reflections_FloorTest.zip

Posted: Fri Aug 21, 2009 2:38 pm
by nicolaus
Nice but to low resolution.

Posted: Fri Aug 21, 2009 2:44 pm
by va!n
@nicolaus:
thx for feedback. to low res of what? the new floor fx or do you mean intro/credits image? what version of the floor do you like more?

Posted: Fri Aug 21, 2009 4:29 pm
by nicolaus
va!n wrote:@nicolaus:
thx for feedback. to low res of what? the new floor fx or do you mean intro/credits image? what version of the floor do you like more?
If have test the version from your first post (from 20.08.2009) and now i have also test the floor but it dosen't work here. It starts and i see a black screen with the mouse arrow and after a few moments the program is closed and i'm back at the windows.

My System is Windows 7 32 bit and GForce 8800 GT

And about the res, what is the screen res of the demo? I mean that i can see the pixels if i run the demo.

Posted: Sun Aug 23, 2009 1:28 pm
by va!n
@nicolaus:
oh it does not work for you? Have you copied the test-exe into the same folder where you extracted the frist beta? If not, i get the same error, because the exe cant find/load the bmp and mod file...

However i will take a closer look and try to fix it and optimize a small part of a realtime calulation part about up to 1/5 of speed ;)

Posted: Mon Aug 31, 2009 2:29 pm
by va!n
Okay... due fact of time lacks and motivation i canceld my version with animated rheels and some other features... so i have released a final version (with full source) for the PurePunch #3.... Check it out here: http://www.purebasic.fr/english/viewto ... 033#298033
Best regards