OSDM Demo Tutorial – Making of ‘Darkness – Oh Xee A Moron, Part 2’
OSDM Demo Tutorial – Making of ‘Darkness – Oh Xee A Moron, Part 2’
Hi Folks,
Here is another Oldskool Demomaker Demo Tutorial of my popular production “Darkness, Oh Xee A Moron, Part 2“.
You can download the final Windows Executable here (Roy-Demo-Darkness.zip)
Also, all elements, such as 3D Objects, Images, Fonts and the Preference .INI Configuration file are also available for download here (Darkness.zip)
Watch Video Capture
To get an idea how the final product looks like, without touching OSDM or downloading anything, watch the video capture that I created below.
[vimeo:http://www.vimeo.com/14096272]
Backup Links to Vimeo and YouTube, as well as additional download options (e.G. a Full Screen Version of the Demo) are available at my official demo release page.
OSDM Settings Screen-By-Screen
Main
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Enabled Effects:
Screen Setup: Off |
Display
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Mode: Use window mode |
Stars
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Mode: 3D Simulation |
Logo
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Picture: darknessdemologo.png
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Background
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Picture: interferrence.png
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Bouncer
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Picture: RoyAndTestawareProd.png
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Mask
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Picture: None |
Fonts
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16 Pixels: 011_16.png (for Sinus 16 Scroller)
32 Pixels: Roy-FaceList-Darkness-Font32x32-outlined.png
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Music
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Song: Drean Tear Down by Teque-Trauma.xm |
Sprites
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Initial Sprites Settings
| # | Name | X/Y-Pos | Ang | Eff | Speed | Alpha | Zoom | Anim | Frms | Delay | Start | Num |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | face-eye-anim2b_B10.png | 320/240 | Off | – | – | 100 | 100 | On | 10 | 90 | Off | Off |
| 1 | mouthopen_B20.png | 320/240 | Off | – | – | 100 | 100 | On | 20 | 35 | Off | Off |
| 2 | smokeburst16Col_B16.png | 320/240 | Off | – | – | 100 | 100 | On | 16 | 10 | – | – |
| 3 | BlackRGB1-1-1_MASK.png | 320/240 | Off | – | – | 100 | 100 | Off | – | – | – | – |
| 4 | soorry.png | 320/240 | 7 | 3-Move-left | 6 | 100 | 100 | Off | – | – | – | – |
| 5 | darkness-note.png | 320/240 | Off | – | – | 100 | 100 | Off | – | – | – | – |
| 6 | faceeyesopen2_B9.png | 320/180 | Off | – | – | 100 | 90 | On | 9 | 35 | – | – |
| 7 | visitroysaccom.png | 320/240 | Off | – | – | 100 | 100 | Off | – | – | – | – |
| 0 – face-eye-anim2b_B10.png | 1 – mouthopen_B20.png |
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| 2 – smokeburst16Col_B16.png | 3 – BlackRGB1-1-1_MASK.png |
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| 4 – soorry.png | 5 – darkness-note.png |
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| 6 – faceeyesopen2_B9.png | 7 – visitroysaccom.png |
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Sinus Text
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Text Font 16: “Note: This is not an official Superior Art Creations production! None of my OSDM productions are. “ Text Font 32: “Oh, U Xee A Moron 2?! 😉 “ |
Amiga Text
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Letter In/Out FX
Page In FX: In Direct
Page Lines: 5; Wait: 40
Text Page 1 CODE: PEACE
EPYX - BOBO
GFX + 3D:
ROY/SAC
Page 2 [ [ [ [ [ Page 3 MUSIC:
"DREAM
TEAR DOWN"
BY
TEQUE/TRAUMA
Page 4 [ [ [ [ [
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Page Text
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Page Lines: 7, Wait: Off Text: "Greetings to all Members at Forum dot deltaforce- team dot de ... Especially to Peace, Rebell Wildcop, Inc Jizzy, Skid Bobo, Sanity Dragon, Marie Genom, Synth Twilight and Janer. Cheers! Roy/SAC in 2010! Signing off. " |
3D Vector
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Object: blackMulti2.mVOBJ blackMulti2.mVOBJ consists of 4 individual vector objects 0…3
0 – Roy-Face20comb-Black-Closed.vobj Build-in Tool to create Multi-Vector Object File from individual .VOBJ objects.
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| 0 – Roy-Face20comb-Black-Closed.vobj | 1 – sphere[2].vobj |
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| 2 – Roy-2TORUS-Black.vobj | 3 – Roy-3TORUS-Black.vobj |
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3D Ball
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Object: darknessMulti.mOBJ Bobs Images
darknessMulti.mOBJ consists of 6 individual 3D Ball objects 0-5
0 – rings3.obj Build-in Tool to create Multi-3DBall Object File from individual .OBJ objects.
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| 0 – rings3.obj | 1 – rings4.obj |
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| 2 – roy-5rings-wobbler-vectormania.obj | 3 – roy-CCU-Synth FullscreenCube.OBJ |
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| 4 – Roy-wall-1st Level Squared.obj | 5 – Roy-wall-TowerObj.obj |
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Script
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Include Script!: On Script Source code shown further down |
Story Board
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Line: Off, Fade: off, Speed: 1 Initial order from top to bottom. Only enabled effects are listed.
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Export
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Export Icon: RoySAC.ico |
Script Code
[code]
@INTERF
CAL = BACK : LEA = BACK
MVY = /0
REP = /1 : ADY = /2 : LOP
STP = BACK
REP = /1 : ADY = /2 : LOP
CAL = BACK : LEA = BACK
REP = /2 : ADY = /1 : LOP
STP = BACK
@END
;windowed/fs
;also see sprite init
@INIT3D
LEA = 3DVECTOR
IDN = /0
;Windowed
MVX = -600 : MVY = -350
;Full Screen
;MVX = 0 : ;MVY = -50
MVZ = -250
@END
@ADJBALL
;off for windowed
;enable for Full screen
; ADX = 100 : ADY = -150
@END
PSH
FPS = 60
CAL = MUSIC+SPRITE
LEA = SPRITE
IDN = 7 : MVA = 0
IDN = 6 : MVA = 0
;Windowed enable
;full screen disable
;next 1 line
ADX = 25 : ADY = -50
IDN = 5 : MVA = 255
CAL = DISPLAY
;—————–
;Init
;—————–
LEA = SPRITE
IDN = 0 : MVA = 0 : ADY = -100 : ADX = 150
IDN = 1 : MVA = 0 : MVX = 500 : MVY = 380 : MVS = 900
IDN = 2 : MVA = 0 : MVX = 500 : MVY = 320 : ADW = -20
IDN = 3 : MVA = 0 : MVW = 640 : MVH = 480
IDN = 4 : MVA = 0 : ADX = 120 : ADY = 140
;——————
NOP = 4
LEA = SPRITE : IDN = 5
REP = 120 : ADA = -2 : LOP
MVA = 0
STP = SPRITE
;—————-
;End Note Display
;————–
CAL = 3DVECTOR
LEA = 3DVECTOR : IDN = 0
;————–
;Init 3D Vect
;————–
@INIT3D = 0
MAX = 0 : MAY = 0 : AAZ = 0
ADY = 380 : ADZ = 280
BFX = 2 : NOP = 2
CAL = MASK
REP = 100 : ADY = -2 : ADZ = -2 : LOP
STP = MASK
@INTERF = 150,2,3
LEA = 3DVECTOR : IDN = 0
REP = 45 : AAX = 1 : ADY = -2 : ADZ = -2 : LOP
BFX = 4
@INTERF = 350,4,2
CAL = MASK+BOUNCE
LEA = BOUNCE : MVX = 500 : MVY = 360
LEA = 3DVECTOR : IDN = 0
REP = 45 : AAX = 1 : ADY = -2 : ADZ = -2 : LOP
STP = MASK
NOP = 1
MRY = -3 : NOP = 3
CAL = MASK : STP = BOUNCE
MRY = 4
REP = 150 : ADZ = 2 : ADX = -2 : LOP
@INTERF = 100,4,12
LEA = 3DVECTOR : IDN = 0
REP = 150 : ADZ = 2 : ADX = -2 : LOP
STP = MASK
CPW = 240 : CPX = 2 : MRY = -4
REP = 150
ADZ = -4 : ADX = 2
IFX > -400 : ADX = 1
LOP
CAL = LOGO : CAL = MASK
MRY = 3 : BFX = 1 : NOP = 1
STP = MASK
MRY = -3 : BFX = 4
REP = 150 : ADZ = 3 : ADX = -3 : LOP
STP = LOGO : CAL = MASK
MRY = 0
REP = 90 : AAX = -1 : LOP
STP = MASK
CPX = 0
;—————
; Cloning End
;—————
ADX = 480
REP = 90 : AAX = 1 : LOP
@INTERF = 300,10,7
LEA = 3DVECTOR : IDN = 0
MRY = -3
REP = 200 : ADX = 2 : ADZ = -2 : LOP
MRY = 3 : NOP = 1
;—————
;Eyes Blend in
;—————
CAL = SPRITE
LEA = SPRITE : IDN = 0
REP = 200 : ADA = 1 : LOP
LEA = 3DVECTOR : IDN = 0 : MRY = 0
;—————
;Mouth Open
;—————
LEA = Sprite : IDN = 0 : MVS = 9999
IDN = 1 : MVS = 150 : MVA = 210 : NOP = 1 : MVS = 900
;———–
;Smoke and Soorry
;————
CAL = SINUS32 : LEA = SINUS32
MVZ = 105 : MVX = -325 : MVS = -3
LEA = SPRITE : IDN = 2
REP = 25
ADA = 5 : ADY = -2 : ADW = 1 : ADH = 2
LOP
REP = 25
ADA = -5 : ADY = -2 : ADW = -2 : ADH = -1
LOP
IDN = 1 : MVS = 150
REP = 200
IDN = 0 : ADA = -1
IDN = 1 : ADA = -1
IDN = 4 : ADA = 1
LOP
IDN = 0 : MVA = 0
IDN = 1 : MVA = 0
IDN = 4
REP = 20 : ADA = -10 : LOP
MVA = 0
STP = SPRITE
LEA = 3DVECTOR : IDN = 0
REP = 200 : ADX = 1 : LOP
STP = DISPLAY
REP = 100 : ADX = 2 : LOP
STP = SINUS32 : CAL = DISPLAY
;————
;3D BALLS
; plus sphere
;————
CAL = SPRITE+3DBALL
LEA = 3DBALL : IDN = 5
@ADJBALL
BFX = 1 : NOP = 1
@INTERF = 300,10,7
LEA = SPRITE : IDN = 3
REP = 150 : ADA = 1 : LOP
;————–
;Sphere
;————–
LEA = 3DVECTOR : IDN = 1
IDL = TRAINER
MVZ = 900 : ADY = 260
BFX = 1 : ARY = -30
MAX = 90 : MAY = -70
REP = 200
ADY = -2 : ADX = -3 : ADZ = -5
LOP
ARY = 15
LEA = 3DBALL : IDN = 5
ARY = -10
LEA = 3DVECTOR : IDN = 1
REP = 60
ADY = 2 : ADX = 1 : ADZ = 2
LOP
MRY = 3
;————
;Object 5 – Tower
;————–
LEA = 3DBALL : IDN = 5
ARY = -5 : NOP = 1
ARY = 5 : NOP = 1
ARY = 5 : NOP = 1
ARY = 5
CAL = LOGO
@INTERF = 400,15,5
;————-
;Ball Bounce
;————–
LEA = 3DVECTOR : IDN = 1
NOP = 3 : STP = LOGO
MRY = -15
REP = 50
ADX = -2 : ADZ = -1
LOP
MRY = -20 : MRX = 20
REP = 300
ADX = 1 : ADZ = 3
LOP
BFX = 4 :MRY = 15
CAL = MASK
REP = 200
ADX = -2 : ADZ = -4
LOP
STP = MASK
NOP = 2 : MRY = -15
;—————
;Credits
;—————
CAL = AMIGATEXT
REP = 10 : ADX = -10 : LOP
REP = 60 : ADX = 10 : LOP
NOP = 2
REP = 60 : ADX = -10 : LOP
LEA = AMIGATEXT : IDN = 2
LEA = 3DVECTOR : IDN = 1
REP = 60 : ADX = 10 : LOP
NOP = 2
REP = 50 : ADX = -10 : LOP
NOP = 1
STP = AMIGATEXT
;————–
REP = 100 : ADY = -6 : LOP
STP = 3DBALL
@INTERF = 150,5,11
;—————
; 3 Torus
;—————
CAL = STARS
LEA = 3DVECTOR : IDN = 2
IDL = TRAINER
;—————
BFX = 4 : ADY = 1000
BFX = 4 : ADX = 50
REP = 75 : ADY = -5 : LOP
;————-
;Greetings
;————-
CAL = PAGE
MRX = 0
REP = 15
ARY = 1
IFR = 1 : IDN = 2
IFR = 3 : IDN = 2
IFR = 2 : IDN = 2
LOP
MRY = 0 : MRZ = 0 : BFX = 2
LEA = SPRITE : IDN = 3
REP = 50 : ADA = -3 : LOP
MVA = 0
@INTERF = 50,2,2
LEA = 3DVECTOR : IDN = 2
REP = 200
IFR = 8 : ARX = 2
LOP
MRZ = 10 : NOP = 3
BFX = 3 : ARX = 10
CAL = MASK
REP = 200
ADX = 2 : ADY = 1
LOP
STP = MASK
REP = 30
ADY = 2 : ADX = 1
LOP
@INTERF = 100,4,8
LEA = 3DVECTOR : IDN = 2
REP = 150
ADX = -2 : ADY = -2
LOP
BFX = 1
REP = 50
ADX = -1 : ADY = 1
LOP
BFX = 4
@INTERF = 350,4,2
LEA = 3DVECTOR : IDN = 2
REP = 50
ADX = -1 : ADY = 1
LOP
ARX = -10 : NOP = 4 : ARY = 20
REP = 300 : ADX = 4 : LOP
STP = DISPLAY : NOP = 1
STP = PAGE+STARS
;—————
;3DBalls Part
;————–
CAL = 3DBALL
;————–
;Object 2 – Wobbler
;————–
LEA = 3DBALL : IDN = 2
BFX = 4 : ADX = 100 : ADY = 150
CAL = SPRITE
LEA = SPRITE : IDN = 3 : MVA = 150
CAL = DISPLAY
NOP = 4
REP = 75 : ADA = -2 : LOP
MVA = 0 : NOP = 2
@INTERF = 240,2,1
;————–
;Object 1 – Rings 4
;————–
LEA = 3DBALL : IDN = 1
ADX = -100 : ADY = 50
REP = 150
ADX = 2 : ADY = -1
LOP
REP = 180
ADX = -2 : ADY = 1
LOP
REP = 100
ADX = 1 : ADY = -1
LOP
REP = 80 : ADX = 1 : LOP
BFX = 2 : NOP = 2
@INTERF = 40,4,7
;————–
;Object 0 – Rings 3
;————–
LEA = 3DBALL : IDN = 0
NOP = 2
CAL = MASK
NOP = 1
STP = MASK
LEA = SPRITE : IDN = 3
REP = 100 : ADA = 1 : LOP
;————–
;Object 4 – Square
;————–
LEA = 3DBALL : IDN = 4
BFX = 4 : MRX = -10
REP = 150 : AAZ = -2 : LOP
CAL = MASK
REP = 150 : AAZ = -2 : LOP
STP = MASK
RGB = $EEE : CLS = 2
;————–
;Object 3 – Cube
;————–
LEA = 3DBALL : IDN = 3
ADY = 100 : ARY = -10
REP = 20
ADZ = 20 : ADY = -3
LOP
ARY = -10 : NOP = 1
ARY = 5 : ARX = 5 : ARZ = 5 : NOP = 1
ARY = 5 : ARX = 5 : ARZ = 5 : NOP = 1
ARY = 5 : ARX = 5 : ARZ = 5 : NOP = 1
CAL = MASK
REP = 180
ADY = 3 : ADX = -3
LOP
STP = MASK
REP = 360
ADY = -3 : ADX = 3
LOP
CAL = STARS
;————-
;2 torus
;————–
LEA = 3DVECTOR : IDN = 3
ADZ = 100
REP = 315
ADX = -4 : ADZ = -1
LOP
MRZ = 15 : MRX = 10 : MRY = 25
LEA = SPRITE : IDN = 3
REP = 100 : ADA = -1 : LOP
MVA = 0
LEA = 3DVECTOR : IDN = 3
REP = 150 : ADX = 2 : LOP
CAL = MASK
REP = 75
ADX = -2 : ADY = -2
LOP
STP = MASK
BFX = 1
REP = 75
ADX = -2 : ADY = 2
LOP
CAL = MASK
REP = 75
ADX = 2 : ADY = 2
LOP
BFX = 4
STP = MASK
REP = 225 : ADY = -2 : LOP
CAL = LOGO : NOP = 4
STP = LOGO
REP = 300 : ADY = 4 : LOP
;————
;Face Again
;————
CAL = SINUS16
@INIT3D = 0
MRX = 0 : MRY = 0 : MRZ = 0 : ADX = 400 : ADY = 0
MAY = 0 : MAZ = 0 : MAX = 90 : MRY = 2
REP = 200 : ADX = -2 : LOP
MRY = -2 : NOP = 3 : MRY = 0
;————-
; Eye Animation
;————-
CAL = SPRITE
LEA = SPRITE : IDN = 6 : MVA = 255
STP = DISPLAY+SINUS16
LEA = 3DVECTOR : IDN = 0 : BFX = 1 : NOP = 1
STP = STARS+3DVECTOR
;—————-
; Vist RoySAC.Com
;—————-
CAL = DISPLAY
LEA = SPRITE
REP = 54
IDN = 6 : ADA = -4
IDN = 7 : ADA = 4
LOP
IDN = 6 : MVA = 0
IDN = 7 : MVA = 255
NOP = 2
;————-
;Fade Out Music
;————-
REP = 99 : ADV = -1 : LOP
NOP = 1
ESC : END
[/code]
Closing Notes
For more OSDM tutorials, tools, demos, intros and resources; visit the OSDM Section on my web site.
Cheers!
Carsten aka Roy/SAC
Posted on: Thursday, September 11th, 2014 14:25









































Permanent URL of this post:
http://www.roysac.com/blog/2014/09/osdm-demo-tutorial-making-of-darkness-oh-xee-a-moron-part-2/
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