Commodore Supremacy 1954-1994. SVGA: 6
40*
48
0, 16 colors: Amiga OCS 4-bit palette (v 1.1)
okay, it's nothing that big to write a book about it and also I ain't for masking shortcomings with a seemingly elaborate bullshit notes, but the piece has a message (though it doesn't look like that, no doubt) I'd like to introduce to you here. some little description, therefore, would be simply advisable.
it was done specially for a Polish demoscene compo but since today is the last day of active voting, I won't tell you the name, where it was conducted and how it came out. that will be said later.FINISHED #3 (out of 9) at the scene.pl Oldschool GFX compo. take a look.anyway, the process of making this one was quite painful and I was thinking (several times!) of holding it or taking a different approach and starting all over. the original plan was to make a collage mixing some characteristics of a 3D rendering with the C64 palette and some static pixel art stuff, reinforced by the 4-bit Amiga OCS palette. I'm a complete dumbass when it comes to 3D art, though, and as the time was running short, I had to find another passage to slip through.
the path I've decided to follow was then the Duke Nukem 3D map editor (by a talented coder named Ken Silverman, but that's of little interest for us here). Murphy's laws, however, are always somewhere around and they happened to be true again! everything was going on pretty fine till the moment of opening a specialist texture-editing software. why it didn't work I may only wonder. there was no other way of completing the collage, to my knowing. henceforth, I rearranged the idea completely . . . I was hesitating to switch to the good old PII, but XP is merciless (the stuff didn't work on it as well) and there would be some massive pain in the ass with uploading all the data from the computer #1 to the computer #2 and the other way 'round, not saying of the computer #3 I'm actually working on. see, it's goddamn complicated, or it's me being phucking lazy. and I just wanted to avoid another Neverending Story.
junkbot: I've started with a texture and after changing my perspective, I was wondering how to utilize the stuff done so far. I came to the quick conclusion of using the existing texture pieces as tiles, no problem. and here it goes the dumb restriction (that gives the work more of the oldschool feel, I guess): the number of tiles was limited to 12 +
variations . . . *gzzt!*
tile chart, or junkies (v 0.8 palette)*bzz--* . . . and so I wanted to make a running construct out of them, as to symbolize the speed of changes occurring in the scene. think of another little idea behind it: remember the old demoscene? remember how those guys were able to turn shit into gold? to build up *something* from completely nothing? something that was functional and attractive, appealing or even enchanting? that's it!
the text in the upper left: my earliest demoscene memories are those connected with the Amga/PC wars at the 1995/6 turn. PC was generally considered inferior (as always is with the new stuff) and people were making fun of it in many different ways. there was some in-demo and even grafitti propaganda (some funny tags still exist, I may take some pictures). one characteristic quality of the time was its
bad grammar frequently found in demos: purposeful or not. this fact has found its place among the caption stylistics as well. what's more, the wittings are typical for a Polish-American fashion, with elements derived from both cultures bound together . . . in a way. look what the 'PC' sign is made of: it's negative. the rhyme, in turn, was impudently stolen from a DangerDoom piece, "Space Ho's", which goes:
"when it's on, it's on; space ho's coast to coast".
notes: I think it would make not bad an effect in an exemplary demo, and the style appears to be quite interesting: paraphrasing
ptoing, I came with
junkchunk codename for it, another option being
elextrunk (electronics + chunk) or
elexjunk (~ + junk). I'll try to extend/improve it a bit, maybe on C64: replacing 8*8 squares and triangles with elements of computer architecture. hmm, we'll see. . .
. . . and all because of phucking software rendering, or rather the fact I couldn't force it to behave like I'd wanted it to. you know, I'm working on Vista. . . there things ain't that easy.
WHAT DO YOU THINK? FEEL FREE TO C&C! THANK YOU!
http://www.pixeljoint.com/pixelart/33768.htm