OSDM Demo Tutorial – Making of ‘Darkness – Oh Xee A Moron, Part 2′

Categories: EDUCATION, OSDM, TUTORIAL
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Published on: September 11, 2014

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.

Backup URL to Video on 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

Main

Enabled Effects:

  1. Starfield
  2. Music
  3. Sinus Text 16
  4. Sinus Text 32
  5. 3D Ball
  6. Page Text
  7. Logo
  8. Background
  9. 3D Vector
  10. Amiga Text
  11. Mask
  12. Bouncer
  13. Sprites

Screen Setup: Off
Default Export

Display

Display

Mode: Use window mode
(full screen would shift 3d objects to invalid positions)
Title: Roy-Darkness
Size of Screen: 640×480
FPS: 60 (different value would mess up timing)
Display Size: 100
RGB Hide & Display: Black
Render View, Adjust Display: On
Fade Display In And Out: On
Bilinear 3D Filter: Off

Stars

Stars

Mode: 3D Simulation
X Rotate Starfield: On
Y Rotate Starfield: On
Z Rotate Starfield: Off
Number: 250
Plane Depth: 5
Angle: 15, Speed: 4
Use Star Picture: On
(roy-bubbleblue2 bw.png)

Logo

Logo

Picture: darknessdemologo.png
Animation: off
Effect: 1-Stretch vertical
RGB Hide: Black
Zoom: 100, Angle: Off, BFX: Blend
X/Y Position: Center X/Y
Alpha: 100, Fade: On, Speed: 4
FX Speed: 3, X/Y Swing: Off

Logo

Background

Background

Picture: interferrence.png
Horizontal Scroll: None
Vertical Scroll: 10, Move down
Mirror: On
Zoom: None

Background

Bouncer

Bouncer

Picture: RoyAndTestawareProd.png
Size; Random: Off, 100%, Dragon: Off
Number: 1, Alpha: 100, Rotate: Off
X Mirror: Off, Frames: Off
X-Mask & Y-Mask: Off
Ground: 120

Mask

Mask

Picture: None
Mask Effect: Scratch TV Crumble
Alpha: 40

Fonts

Fonts

16 Pixels: 011_16.png (for Sinus 16 Scroller)

32 Pixels: Roy-FaceList-Darkness-Font32x32-outlined.png
(for Sinus 32 Scroller & Page Text)

Music

Music

Song: Drean Tear Down by Teque-Trauma.xm
Subsong: 1

Sprites

Initial Sprites Settings

#NameX/Y-PosAngEffSpeed AlphaZoomAnimFrmsDelayStartNum
0face-eye-anim2b_B10.png320/240 Off 100100 On1090OffOff
1mouthopen_B20.png320/240 Off 100100 On2035OffOff
2smokeburst16Col_B16.png320/240 Off 100100 On1610
3BlackRGB1-1-1_MASK.png320/240 Off 100100 Off
4soorry.png320/240 73-Move-left6 100100 Off
5darkness-note.png320/240 Off 100100 Off
6faceeyesopen2_B9.png320/180 Off 10090 On935
7visitroysaccom.png320/240 Off 100100 Off

0 – face-eye-anim2b_B10.png 1 – mouthopen_B20.png

Sprite face-eye-anim2b_B10.png

Sprite mouthopen_B20.png

2 – smokeburst16Col_B16.png 3 – BlackRGB1-1-1_MASK.png

Sprite smokeburst16Col_B16.png

Sprite BlackRGB1-1-1_MASK.png

4 – soorry.png 5 – darkness-note.png

Sprite darkness-note.png

6 – faceeyesopen2_B9.png 7 – visitroysaccom.png

Sprite faceeyesopen2_B9.png

Sprite visitroysaccom.png

Sinus Text

Sinus Text

Text Font 16: “Note: This is not an official Superior Art Creations production! None of my OSDM productions are. “
Height: 60; Frequency: 2; Speed: 5
Vertical Pos; Center: Off, 400
Copper: Off

Text Font 32: “Oh, U Xee A Moron 2?! 😉 “
Height: 50; Frequency: 2; Speed: 5
Vertical Pos; Center: Off, 200
Copper: Off

Amiga Text

Amiga Text

Letter In/Out FX
In: Fade
Out: Zoom

Page In FX: In Direct
Page Out FX: Out Left

Page Lines: 5; Wait: 40
X/Y Position: 20/90
Size: 32
Font Picture: roy-Jizzy-scenealphabet-font-OSDM-32×32-grayscale3.png

Text
Page 1

CODE:  PEACE 
   EPYX  - BOBO

GFX + 3D: 
        ROY/SAC

Page 2
[
[
[
[
[


Page 3
MUSIC: 
 "DREAM 
      TEAR DOWN"
 BY 
   TEQUE/TRAUMA


Page 4
[
[
[
[
[

Page Text

Page Text

Page Lines: 7, Wait: Off
X/Y Position: 250/14
Page Mode: FX scroll up
Font Size: 32
FX Speed: 5
Fade: 3
Fx Effect: Stretch
Fx Height: 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

3D Vector

Object: blackMulti2.mVOBJ
X/Y/Z Position: Off
X/Y/Z Rotate: Off
X/Y/Z Move: Off
X/Y/Z Angle: Off
FX: None

blackMulti2.mVOBJ consists of 4 individual vector objects 0…3

0 – Roy-Face20comb-Black-Closed.vobj
1 – sphere[2].vobj
2 – Roy-2TORUS-Black.vobj
3 – Roy-3TORUS-Black.vobj

Build-in Tool to create Multi-Vector Object File from individual .VOBJ objects.

0 – Roy-Face20comb-Black-Closed.vobj 1 – sphere[2].vobj

2 – Roy-2TORUS-Black.vobj 3 – Roy-3TORUS-Black.vobj

3D Ball

3D Ball

Object: darknessMulti.mOBJ
X/Y/Z Position: 77/215/7
X/Y/Z Rotation: 5/19/7
X/Y/Z Move: Off/Off/6
X/Y/Z Angle: 75/Off/Off

Bobs Images

0 1 2 3
4 5 6 7

darknessMulti.mOBJ consists of 6 individual 3D Ball objects 0-5

0 – rings3.obj
1 – rings4.obj
2 – roy-5rings-wobbler-vectormania.obj
3 – roy-CCU-Synth FullscreenCube.OBJ
4 – Roy-wall-1st Level Squared.obj
5 – Roy-wall-TowerObj.obj

Build-in Tool to create Multi-3DBall Object File from individual .OBJ objects.

0 – rings3.obj 1 – rings4.obj

2 – roy-5rings-wobbler-vectormania.obj 3 – roy-CCU-Synth FullscreenCube.OBJ

4 – Roy-wall-1st Level Squared.obj 5 – Roy-wall-TowerObj.obj

Script

Script

Include Script!: On

Script Source code shown further down

Story Board

Storyboard

Line: Off, Fade: off, Speed: 1

Initial order from top to bottom. Only enabled effects are listed.

  1. D – Starfield
  2. G – 3D Vector Object
  3. I – 3D Ball Object
  4. L – Sinus Text 16
  5. M – Sinus Text 32
  6. N – Page Text
  7. H – Bouncer
  8. O – Mask
  9. X – Sprite
  10. W – Amiga Text
  11. J – Logo
  12. B – Background

Export

Export

Export Icon: RoySAC.ico
CPU Delay: 1
Exit by Key: [ ESC ]
Startscreen Picture: Roysacny2010-loading2.png

Script 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

Closing Notes

For more OSDM tutorials, tools, demos, intros and resources; visit the OSDM Section on my web site.

Cheers!

Carsten aka Roy/SAC

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