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category: general [glöplog]
I think you'll find that you're the one obsessed with Skrillex.
added on the 2012-08-15 14:47:05 by gloom gloom
I think you'll find that the universe pretty much covers everything.
added on the 2012-08-15 14:49:43 by Korguiq Korguiq
Boobstep!
added on the 2012-08-15 14:57:18 by Optimus Optimus
"The entry barrier for programming was very low, anyone could code a game in their bedroom which wouldn't be far off the commercial games."
lol what? anyone could code something that prints "HALLO I RULE!" to screen, yes (and its *really* a shame most people today cant) - but besides that, no, not at all. even after 10 years most people couldnt code anything that comes even close to a commercial game :)
"Compare sitting at a C64 in 1988, you have the few games you've bought"
LOL. i dont think anyone i know ever bought a single game (and that includes all non sceners too) for c64. and when i bought mine, it came complete with a box of hundreds of copies =P
it also took me about 3 years to come up with something that was even remotely close to the crack intros released by other groups. we had these distractions called "play football with friends", "go skating", "found a lousy punk band" etc too you know =P
added on the 2012-08-15 15:09:15 by groepaz groepaz
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"The entry barrier for programming was very low, anyone could code a game in their bedroom which wouldn't be far off the commercial games."
lol what? anyone could code something that prints "HALLO I RULE!" to screen, yes (and its *really* a shame most people today cant) - but besides that, no, not at all. even after 10 years most people couldnt code anything that comes even close to a commercial game :)
Ever saw the original Tetris?

Besides, the point is "not far off". If you spent 6 month you probably could've written a game that would be roughly comparable to some commercial games written by one person.

That's not possible with today's commerical games with budgets and manpower comparable to hollywood movies.

That's why I like todays "independent games", they might motivate some gamers to try to write some games themselves. It's easier to try to write "something like waveform" than a "Call of Duty" clone.
added on the 2012-08-15 20:15:45 by Joghurt Joghurt
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Ever saw the original Tetris?

Ever saw the AMOUNT and QUALITY of games from 2012?
added on the 2012-08-15 20:37:46 by Gargaj Gargaj
^ good coaching Garg, that'll help. :-)
added on the 2012-08-15 20:51:04 by w00t! w00t!
glad to see proper pouëtization and scener-shitting is taking place in this thread
added on the 2012-08-15 20:54:12 by ferris ferris
Ferris: Thank you. I actually forgot what the thread was about :/
Funny how so many people say that newcomers should stay out of BBS and then they post off topic comments themselves. Anyway, back to the original topic please! :D
added on the 2012-08-16 01:17:56 by Tomoya Tomoya
Quote:
Besides, the point is "not far off". If you spent 6 month you probably could've written a game that would be roughly comparable to some commercial games written by one person. That's not possible with today's commerical games with budgets and manpower comparable to hollywood movies.

yeah i get what you mean - i just dont think it was true for "most" (most couldnt code their way out of a paperbag, just like today)
that said, it is actually very similar in the PC demo scene. noone (beginner) will make a demo even remotely compareable to what (eg) FR or ASD does anytime soon. (one of the the reasons why i stay out of pc scene actually)
added on the 2012-08-16 07:22:49 by groepaz groepaz
Why would a demo need to be comparable to FR or ASD stuff?
added on the 2012-08-16 10:29:52 by Preacher Preacher
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one of the the reasons why i stay out of pc scene actually

well that's stupid :)
added on the 2012-08-16 10:39:38 by ferris ferris
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that said, it is actually very similar in the PC demo scene. noone (beginner) will make a demo even remotely compareable to what (eg) FR or ASD does anytime soon. (one of the the reasons why i stay out of pc scene actually)


and?

why are you staying "out of pc scene"?

of course I can't do FR/ASD-like demos, and a lot of people here can not, imagine if everybody was acting like you, demoscene will be already dead...

why *LE FUCK do we have to make all demos looking like the last awards winning demo?

newcomer, please do want you can do, take pleasure in making things, don't try to be the best at your first release and just RELEASE SOMETHING!

well, I will once again picture what a old musician and coding n00b can do with some motivation, help from the scene and a lot of short nights:

april 2010 - The Settlers 7 Cracktro
my first "real" intro, just a basic display of simple object with a text liner, nothing exceptionnal but it was very fun to do :)
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july 2010 - StarCraft 2 cracktro
two month laters, almost the same code but with more objects and more than one part, having fun with gears! (le FUN, don't forget!)
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october 2010 - Insert No Coins
my first 64k intro, take a LARGE amount of time to finetune every details, but it doesn't required amazing coding skills, all of you can see is VERY simple code
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january 2011 - Pirates of the 777 seas
a small demo in 80k, I did it fastly, with same code as all my previous prod, was very fun to do and I got a not so bad result at the end
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april 2011 - We Have Accidently Borrowed Your Votedisk
my first intro with shaders! i played a lot with it, doing a lot (too much?) post-processing to my favourite oldskool objects, it didn't require amazing coding skills, nothing a young scener can't do with some tutorials, really.
also compare this one with what I did just one year ago...
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december 2011 - Winner Intro
a small intro I did for the fun after the more consistent previous release, don't forget *LE FUN, sometimes it's nice to release something with no deadline or pressure :)
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april 2012 - The Scene Is Dead
yeah, I discovered raymarching, yeah it's late, yeah it was OVERDONE, but I totally DO NOT CARE, i wanted to experiment it myself, even if people did it before, so I made an intro full of raymarching effect and I was happy to make it and to show it to people!
make things FOR YOUR PLEASURE before thinking of what people will think! the best demos are the ones made with a lot of passion and joy :)
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well, two years after my first "official" release I think I did a long journey, released not so lame prods, had a lot of pleasure making them, and on top of that, it is TOTALLY NOT IMPOSSIBLE TO DO, even for not so much skilled people.

so, start to code a demo NOW \:D/
added on the 2012-08-16 10:44:06 by rez rez
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one of the the reasons why i stay out of pc scene actually


easier than taking on c64 or amiga coders who have 20+ years of experience coding on the exact same platform :)

Quote:
Besides, the point is "not far off". If you spent 6 month you probably could've written a game that would be roughly comparable to some commercial games written by one person


which is what quite a few people have done on iphone today, no? :) not call of duty, no, but commercial games, yes.

people are using computers more for creative output using programming today than ever. check out the myraid of other scenes out there - "creative coding", openframeworks, processing, vvvv..
dont blame the world, the kids of today, facebook, computer prevalence etc for the decline of the demoscene.
added on the 2012-08-16 10:48:51 by smash smash
asd and fr are inofficially dead these days, anyway.
added on the 2012-08-16 10:51:41 by wysiwtf wysiwtf
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dont blame the world, the kids of today, facebook, computer prevalence etc for the decline of the demoscene.

but blame the other scenes :D
added on the 2012-08-16 11:07:17 by wullon wullon
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Why would a demo need to be comparable to FR or ASD stuff?

it doesnt - but then again, atleast to me, one of the core ingredients of demo scene is competition, so its just natural to compare your own stuff to what the top groups do. and as said, its *one* of (many) reasons. another being that i like to do stuff which i also like to see from others - and i dont really like most stuff released on the PC. you can call it matter of taste i guess =P
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of course I can't do FR/ASD-like demos, and a lot of people here can not, imagine if everybody was acting like you, demoscene will be already dead...

some would say it is, since 1989 =D
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so, start to code a demo NOW \:D/

indeed. and most importantly, dont let anyone question your motives, your platform of choice, or your reasoning behind anything. whatever you do, there will be a bunch of losers who will hate it and tell you what to do instead =)
added on the 2012-08-16 11:28:46 by groepaz groepaz
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easier than taking on c64 or amiga coders who have 20+ years of experience coding on the exact same platform :)

not sure - because unlike the PC, these oldschool platforms are not a moving target.
added on the 2012-08-16 11:37:30 by groepaz groepaz
@rez: Care to share some of dat sweet intro code? :)
added on the 2012-08-16 11:46:08 by visy visy
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but blame the other scenes :D

just blame the demoscene for not being sufficiently interesting or attractive a proposition :)
added on the 2012-08-16 11:51:11 by smash smash
I swear I've seen the exact same thread, with the same arguements by the same people with the same batch of rez' screenshots. Maybe the scene is not dying, but boy, it likes to go in circles. :P
added on the 2012-08-16 12:14:39 by tomaes tomaes
@tomaes: important things must be said, again and again and again :D
added on the 2012-08-16 12:22:20 by rez rez
and the important thing in this case is "LOOK AT MY FUCKING INTROS!!! LOOK AT IT!"
added on the 2012-08-16 12:24:41 by Gargaj Gargaj
What, it's just one?! I knew it. Damn those remixes. :D
added on the 2012-08-16 12:27:21 by tomaes tomaes
Well, there's nothing wrong with some healthy promotion for stuff you did and are proud of, right? I mean, everyone does show off stuff to their friends if something big was accomplished.

And to bring this back to topic: Even if it's small, do it, release it, be proud of it and show it to everyone! That's demoscene.
added on the 2012-08-16 21:40:55 by xTr1m xTr1m

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