How to Structure your OSDM Script Code
Hi Folks, Here is another tutorial for “Oldskool Demomaker” users out there. This time not a tutorial for an entire demo, but some general tips for creating your own multi-part demos with OSDM. This tutorial was originally published in 2010 at the OSDM Support Wiki. I decided to re-post it at my blog, because the Wiki wasn’t always up and running, as much as my own site unfortunately. Anyway, consider this another backup, just in case hehe. If your productions grow bigger and your script code longer, it makes sense to start structuring your code to keep things clean and organized and avoid headaches later on. Here is how I usually structure the code for my own multi-part demos that are entirely controlled via OSDM Script. The general idea behind this structure is to “split” your demo into multiple “mini demos” and keep them pretty much independent from each other. That makes it easy to add additional parts or to rearrange the order of your existing parts. There are typically some exceptions, like the music, which does not necessarily change with every part of the demo (although it could of course). Each part starts with the display stopped, which allows the loading and initializing of the effects that you are going to use for the part without showing any artifacts on the screen visible for the viewer of your demo. Once everything is in place you enable the display to fade in your initial setup of the part. Then you[…]