ANTSANTS
Joined 14 years ago
Joined 14 years ago
I am a staunch proponent of anonymity and privacy (hence why I post here under a pseudonym), but you need to make the decision about the level of privacy you want before you post. Changing your mind 1. screws over the community and 2. won't save you from the determined taking a trip through the wayback machine anyway.
[1] http://www.delek.com.ar/deflemask
[2] https://www.youtube.com/watch?v=nTDiPqkoFnc
A little over a year ago, Titan released a demo for the Genesis called Overdrive, and, well, it's fucking amazing, go watch it: https://www.youtube.com/watch?v=iQqJm14sHRY
I like dubstep when people put some thought into it and aren't just lazily fiddling with an LFO, but to be fair, getting into breakcore as a teenager might have permanently ruined my taste.
I do like these demos for their music and their visual aesthetics, but I'm sorry to say, they aren't in any way technically impressive. The first one [1] is literally an FMV, it's all pre-rendered video. The second has one neat effect, the rotating scanline-aligned box that you've seen on other platforms, but all the hard part for other platforms, rasterizing it in realtime, is trivialized by the "mode 7" affine transformation video mode. Just need to calculate one 2D affine matrix per scanline, or load it from a lookup table, and the graphics hardware handles the rest. Plenty of commercial games had similar effects; it's just barely more impressive than seeing a rotating cube on a PlayStation. And even the (admittedly awesome) music isn't doing anything new, it's just using higher quality samples than most devs could afford to use in their games back in the day, synthesized on a PC with more powerful synthesizers.
I'm sorry, I know I sound like a total dick writing that. Again, I do enjoy the music and the visual aesthetics of this group's demos a lot more than a lot of other unarguably more technically impressive demos. Hell, I've watched Smash It about a dozen times now! I'm sure that we can expect really awesome stuff from them in the future as they get more experience. Just had to point out that "THIS IS JUST THE BEGINNING OF WHAT WE CAN DO ON FUCKING SUPER NINTENDO" is an apt description of the tech on display, which is important, because the demoscene is about the intersection of style and technical achievement, not one or the other.
>Even ink on a scroll has a 3D feel. The 'paper' - whatever it's made of - has texture, and the way the ink sinks into it has depth and texture too.
>Likewise with traditional printing. The sequence of pages creates a 3D object, and old-fashioned heavy letter press books have texture and depth you won't get on a screen.
But you don't see the depth of the stroke or the texture of the paper when you're reading. You see abstract lines. You don't see the imperfect squiggles our meat-appendages create unless you really focus; at a glance, your brain autocorrects them into the intended strokes.
>Minimalism has one big problem - it lacks scale-independence. A hand-printed book has visual detail across a range of physical dimensions. You can see the cover across a room, but if you look at the print with a magnifying glass, you'll see detail at that scale too.
>Minimalist digital typography has detail at exactly one dimension - the size of the content. Zoom out, and you can't see the content. Zoom in, and you see pixels.
Uh, no.
https://en.wikipedia.org/wiki/Vector_graphics
https://en.wikipedia.org/wiki/Vector_font
>So minimalism is literally shallow.
"It seems that perfection is attained, not when there is nothing more to add, but when there is nothing more to take away." - Antoine de Saint Exupéry
Text glyphs are very flat, abstract symbols that represent sounds or ideas (indeed, I'm pretty sure the whole "flat design" trend was inspired by typography in the first place). Sure, we've been hunting beasts for much longer than we've been reading and writing, but written language is still a very old invention in the human timescale. And art predates even that. Humanity has had plenty of experience with symbolic visuals over the ages, I think we're equipped well enough to use basic smartphone apps.
If you have the time, watch this series in which John Romero and (Bioshock level designer and apparent Doom fanboy) Jean-Paul LeBreton play through the first episode of Doom and analyze its level design in depth:
Or alternatively, Joe User goes "[grumble grumble] guess I gotta delete that dang PulsePolicyD that's keepin' me from runnin' muh binaries [copies and pastes the first command found when googling "how i run X" into shell]" and it's all for naught.
However, if you're gonna be creepy about it, maybe I should be more proactive.