Demos & Intros
Scene demos / intros and demo party entries...
37 files
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Small intro for a new project.
nothing fancy few texts, moving background, light.
it is inspired from http://www.pouet.net/prod.php?which=594
you might need VC++ Redistributable for vs2015 to be able to run it.
gfx by gedankenfrei + santa
- 94 Downloads
Xyl2kSubmitted -
hotkeys:
m: (play/stop music)
f1: (switch fullscreen/windows)
f3: (nfo reader)
elite: (hidden part)
esc: (quit)
- 111 Downloads
- 1 Comments
Xyl2kSubmitted -
- 125 Downloads
Xyl2kSubmitted -
inspired fron CRUDE 2008, and the raster bars are a recode from a javascript raster bar effect by Stefan Pettersson, also coded in 2008. (http://www.stpe.se/javascript/rasterbar.php)
- 88 Downloads
Xyl2kSubmitted -
- 102 Downloads
Xyl2kSubmitted -
This is a 64k intro the was coded by @Ufo-Pu55y to celebrate Seek n Destroy's 5th birthday on the 7th January 2008...
Ted.
- 97 Downloads
Teddy RogersSubmitted -
I was digging through some old directories and found these three example Seek n Destroy keygen intros. They were coded by @Ufo-Pu55y for use by @Ziggy. I am unaware if and what releases they were ever used in...
Ted.
- 339 Downloads
- 1 Comments
Teddy RogersSubmitted -
Booo
Since i hooked in the Tuts4You Forum i had some requests to
paint logos or code something. Well, this piece i made for
the Guys in AMPED especially for xSRTsect. *
*
~ start Demo
~ wait while Shaders are warming up (DX9 latest required) *
~ enjoy
Code & GFX: inc *
GLSL Shader Code: inc
SFX: Lyzzard *
Special Credits to: xSRTsect
*
*
over and out.
*
- 195 Downloads
udgSubmitted -
the About NFO TRO in the "team PACE FileMenu-Tool" i also did in the Past
code: inc
gfx: inc
SFX: dejavu
- 142 Downloads
- 2 Comments
udgSubmitted -
my Compo Entry for X Mas 2012.
Start and wait till decrunched !
DX9 latest needed
it's all about the Demo ! No Rules
Code: inc
GFX: inc
SFX: inc
- 86 Downloads
udgSubmitted -
- 82 Downloads
udgSubmitted -
- 136 Downloads
udgSubmitted -
Don't hate me for its Filesize it is just a Test
Playstation 1 Port 2 PC
a test for a Game (NEBULA X) Interface
DX9 latest Version required.
Code: inc
GFX: inc
Sound: unknown
Original: t0rxe
- 77 Downloads
udgSubmitted -
- 72 Downloads
udgSubmitted -
Oldschool CorelDraw Key revealer for v9
because of requests
DX9 latest Version required.
Code: inc
GFX: inc
Sound: unknown
- 108 Downloads
udgSubmitted -
Cyberlink PowerDVD Ultra v13.0.2902.57 ESD
just a small cracktro.
first of all it was done to test my new FX Shader
DX9 latest Version required.
Code: inc
GFX: inc
Sound: arkham 1798
- 120 Downloads
udgSubmitted -
Draislyetherper
Check out this new release from Farbrausch, awesome effort to get it down to 64KB. Watch it through to the end...
This 64k was optimized for HD 1280x720 resolution. Please use a NVidia GeForce GTX650TI as total minimum and a GTX660 as more optimal minimum. It runs also with Intel HD Graphics 3xxx/4xxx/5xxx, but with very slow framerate. And AMD/ATI is untested, sorry :-)
signing off,
BeRo
- 87 Downloads
Teddy RogersUpdated -
Just a small cracktro for Team OMB's releases coded by me.
Requires Shader Model 3.0 support.
- 165 Downloads
mudlordUpdated -
- 221 Downloads
mudlordUpdated -
- 235 Downloads
- 1 Comments
ECLiPTiCUpdated -
These cracktros are a bit older, but I thought it would be cool to add the other 2 cracktros from hitchhkr
to the existing post of the 3rd one. They are all awesome... great tetris thingy
- 283 Downloads
Ufo-Pu55yUpdated -
Here's the 2nd one. Hardcore cube calculations and the tetris thingy one more time.
The winnie puh takes getting used to tho :'D
- 267 Downloads
Ufo-Pu55yUpdated -
- 518 Downloads
Ufo-Pu55yUpdated -
hi ,
I made this demo with "FastCracktroMaker" [big thanks to Jihad]
theme : Seek 'n' Destroy
regards ,
PoKE53280
- 497 Downloads
poke53280Submitted -
panic roomby fairlight
pc 64k intro at assembly 2008.
featuring:
code and visuals by smash (smaash@yahoo.com).
music by reed.
big thanks to ryg for kkrunchy, which made this possible.
requires:
a fast highend ps3.0/vs3.0-enabled card - ati 2600 or geforce 8600 or better recommended. a fast card is definately
needed for the higher resolutions - don't expect to run it at a decent speed on a 6600gt at 720p.
1gb of ram or better.
a decent (dual core recommended) cpu.
dx9.0c and d3dx9_31.dll installed.
windows xp.
if you run it on vista, you might not get the rap in the music. thats because the codec used isnt installed in all
vista configs for some reason. if we had realised earlier we would have used another one. oh well.
the precalc is epic, but actually more than 60% of it goes into compiling around 400 shaders.
never say never again.
the full story about how and why we came back and did this might be in a scene magaZINE near you soon.
suffice to say:
in the two years since we and others quit making 64ks, 64k died. we didn't like that. so many times ive heard
"4k is the new 64k", and that current 4ks are now matching 64ks. that's a bit sad, dont you think? we felt that
it was time to come back once again and show the world what could be done.
and this is the result, after months of hard work in complete secrecy and after missing the original deadline
(of breakpoint 2008) by a long way.
this represents a different direction and a new technical approach to the previous 64ks. primitives, basic synths
and layers of simple generated textures are now dead. in their place is highly compressed polygon meshes,
textures using a new hybrid of generation and texture synthesis with real images, lots
and lots of shaders, too many kilobytes of samples, and even some "actual effects".
our aim was not to just make a nice texture generator, mesh generator or particle engine. the aim was
to make something that in every way could compete with a good modern demo, share the same comfortable
production methods as we use on our demos, having access to the same quality and quantity of effects and shaders
as in a demo, and having a soundtrack that could be in a demo. we wanted everything, and everything had
to be top of the line in every respect.
it was clear from the start that we should make full use of modern graphics hardware and not bake any of the
lighting (and certainly not fake it into textures). so you have such realtime rendering features as screen space
ambient occlusion, soft shadows from multiple lights, parallax mapping, depth of field, refracting water, a
model of light scattering and absorbtion for underwater rendering, caustics, raymarched godrays with
intersections, and so on.
it is relatively easy to have demo-esque textures, or demo-esque meshes, or demo-esque shaders, or a couple of
demo-esque effects, or demo-esque music, in a 64k - as we have done ourselves before. you can say "this is where
i will spend my bytes". but when you want everything all together it becomes a whole new challenge, one that we
had never managed to succeed in before.
this right here is the line being drawn.
the easy ride is over.
admit it. you've missed us.
greets go to all the false idols, including:
cncd,orange,tbl,andromeda,asd,conspiracy,mfx,farbrausch,loonies,plastic,orb,nooon,
cocoon,dcs,triad,excess,portalprocess,equinox,brainstorm.
do not worship false idols.
Ted.
- 508 Downloads
Teddy RogersSubmitted
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