Genesis Plus GUI Artwork

This forum is where you can show off your art, such as emulator software skins, DVD and CD covers; or discuss other art-related topics.
Post Reply
BlackAura
DC Developer
DC Developer
Posts: 9951
https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

http://files.frashii.com/~sp00nz/Doom/f ... gotest.zip

Oddly, that effect starts to seriously slow down my system if I make the blurring effect more pronounced. As it is, it's simply three copies of the logo with varying transparencies, following one another into the screen. It works, but it doesn't look great.

Requires the same DLLs that the box test app did. I'm not going to upload them again. Aside from the fact that the logo's a little crappy, the text isn't done quite correctly, and a few other niggles, it doesn't look too bad.

Note - Untested on Windows (I cross-compiled it from Linux, but it should work fine), and requires the same DLLs as the last demo app.
Lyris
Respected Artist
Respected Artist
Posts: 503
Joined: Fri Mar 15, 2002 7:29 am
Has thanked: 0
Been thanked: 0

Post by Lyris »

In terms of framerate, the animation is probably going to be running at 60FPS (I wouldn't imagine that a simple logo would run any slower), so it's going to be more like 120 frames.

Hang about, and I'll see if I can put up a demo. The logo looks kinda ugly though (because I ripped it and the background directly out of the uploaded images, and the font isn't the right one).
I rendered that animation at NTSC speed, 29.97fps - so what if we just showed each frame twice?

What if the logo flew in - then a pause for some loading - then once that was done (or about half way?) the disclaimer text would fade in?

Or instead we could show only the background and the logo could fly in once the load was done?

Edit: Scrap all of that - the way you've coded the logo flying in looks way better than the one I rendered in Adobe Premiere. Awesome job, just do it that way :mrgreen:. Slick as hell!
WaCk0
DC Respected Artist
DC Respected Artist
Posts: 261
Joined: Tue Feb 04, 2003 2:35 pm
Location: Brasil
Has thanked: 0
Been thanked: 0
Contact:

Post by WaCk0 »

Wow... Is that a commercial product? LOL :D

I liked the zoom efx, very smooth! Good job you two.

btw, I was thinking to make a default box art (when the emu doesnt find a game art, it uses that default image) based on GPDC logo. That do you think?
LyingWake
DCEmu Super Poster
DCEmu Super Poster
Posts: 1342
Joined: Thu Aug 26, 2004 4:05 am
Has thanked: 0
Been thanked: 0
Contact:

Post by LyingWake »

Looking good.
Lyris
Respected Artist
Respected Artist
Posts: 503
Joined: Fri Mar 15, 2002 7:29 am
Has thanked: 0
Been thanked: 0

Post by Lyris »

WaCk0 wrote:Wow... Is that a commercial product? LOL :D
Well my idea's always been that you shouldn't be able to notice the difference between something commercial and made outside of an office... looks like BA is certainly gonna pull it off on the coding front :D
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

It looks better still with a background. This isn't Lyris's background (I couldn't rip it out of the images he provided, so I just knocked up a rather dodgy copy of it in the Gimp), but it still looks OK. It fades in from black once the logo starts zooming in, and the effect is quite good.

http://files.frashii.com/~sp00nz/Doom/f ... gotest.zip

Now all I need to do is make sure it still works properly on a Dreamcast. Most of the actual code was taken from DCBasic, with a load of modifications to make it fit better, clean up some of the stupid problems the DCBasic one has, make it more usable from C++ rather than Basic, and make it be able to work in 3D instead of just 2D (so I can do the box art quite easily). Still, it's not been tested on the Dreamcast in quite a while.

I think it might be a little slow on a Dreamcast. If that's the case, I might have to tone down (or even remove) the blur effect. But only if it's running insanely slow. I don't really care if it only runs at 30FPS, or even if a few frames only run at 15FPS, as long as it still looks OK.
Lyris
Respected Artist
Respected Artist
Posts: 503
Joined: Fri Mar 15, 2002 7:29 am
Has thanked: 0
Been thanked: 0

Post by Lyris »

http://www.lyris-lite.net/upload/menus/sliced.zip 1mb

^ for BA, most of the bits for making the menus.
Some screens aren't done yet because I'm not sure how they should be laid out.
DcSteve
Modder Of Rage
Modder Of Rage
Posts: 805
Joined: Mon Mar 18, 2002 12:41 pm
Location: Midwest
Has thanked: 0
Been thanked: 0
Contact:

Post by DcSteve »

Lyris- I downloaded the files and it looks sweet so far.

Blackaura- Since it seems to be SDL based, do u still think the logo/box generation will be above 15fps on dc? also, any luck incorperating FAME? Thanks for all your hard work.
Check out the beats of rage community at http://borrevolution.vg-network.com/
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

Blackaura- Since it seems to be SDL based, do u still think the logo/box generation will be above 15fps on dc?
Who said I'm using SDL on the Dreamcast? It's actually using OpenGL on the PC side, and KGL (mostly) on the Dreamcast side. The relative slowness of KGL isn't really an issue here, because we're not going to be displaying complex scenes. A few hundered polygons per frame is about all. So it should run as fast as the PVR can render it.

The box art will certainly be running at 60FPS, as should 99% of the menus. It's just the intro logo I'm not too sure about (lots and lots of blending).
DcSteve
Modder Of Rage
Modder Of Rage
Posts: 805
Joined: Mon Mar 18, 2002 12:41 pm
Location: Midwest
Has thanked: 0
Been thanked: 0
Contact:

Post by DcSteve »

good luck with the intro logo then, you did a very good job with it on the pc version program...
Check out the beats of rage community at http://borrevolution.vg-network.com/
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

I'll see if I can post some rough drawings of the rest of the menu system. Hang about for a bit.
User avatar
Nico0020
DCEmu User with No Life
DCEmu User with No Life
Posts: 3837
Joined: Wed Oct 17, 2001 7:44 pm
Location: Fukuoka, Japan
Has thanked: 0
Been thanked: 1 time

Post by Nico0020 »

cool. look forward to em.
*The Cadillac of signatures*
User avatar
Christuserloeser
Moderator
Moderator
Posts: 5948
Joined: Thu Aug 28, 2003 12:16 am
Location: DCEvolution.net
Has thanked: 10 times
Been thanked: 0
Contact:

Post by Christuserloeser »

There's a new version of FAME released:

http://www.dcemu.co.uk/vbulletin/showth ... 961&page=2
Insane homebrew collector.
Lyris
Respected Artist
Respected Artist
Posts: 503
Joined: Fri Mar 15, 2002 7:29 am
Has thanked: 0
Been thanked: 0

Post by Lyris »

Hey, what's going on ? Any updates?
DcSteve
Modder Of Rage
Modder Of Rage
Posts: 805
Joined: Mon Mar 18, 2002 12:41 pm
Location: Midwest
Has thanked: 0
Been thanked: 0
Contact:

Post by DcSteve »

i think his personal life may be causing him to delay work on his fun projects.. its not uncommon for work to get in the way of fun... i think he is a hard working coder and probabily will continue on this and other things when he finds time.
Check out the beats of rage community at http://borrevolution.vg-network.com/
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

i think his personal life may be causing him to delay work on his fun projects.
Bingo. One large scale group project (which is going badly - I have a team of 5 people who couldn't design software to save their own lives, don't know enough to know that they don't know how to design software, don't understand any of my reasonable objections to their design, insist on using the wrong tools for the job, and can't speak English very well either, so both the design, code, and documentation they've produced thus far is garbage), two major individual programming assignments (one in Java and one in Haskell), and a research / report paper. All due (or, for the major project, significant portions of it are due) within the next few weeks.
Lyris
Respected Artist
Respected Artist
Posts: 503
Joined: Fri Mar 15, 2002 7:29 am
Has thanked: 0
Been thanked: 0

Post by Lyris »

I know the feeling BlackAura... very frustrating. I'll hang on.
DcSteve
Modder Of Rage
Modder Of Rage
Posts: 805
Joined: Mon Mar 18, 2002 12:41 pm
Location: Midwest
Has thanked: 0
Been thanked: 0
Contact:

Post by DcSteve »

this is why they shouldnt outsource american programmers, and keep everyone else out of america when it come to programming... but then again, BA isnt really american-
Check out the beats of rage community at http://borrevolution.vg-network.com/
DcSteve
Modder Of Rage
Modder Of Rage
Posts: 805
Joined: Mon Mar 18, 2002 12:41 pm
Location: Midwest
Has thanked: 0
Been thanked: 0
Contact:

Post by DcSteve »

i am wondering how sound will be done. Accoridng to chui, CZ80 is about 3-4% faster than mamez80, but cz80 messes compatibility and crashes his neo4all dc emu. Mamez80 provides him with clear sound and doesnt crash his games... He is also waiting for fox to complete an sh4 asm z80 emu because now fox is satisfied with FAME.
Check out the beats of rage community at http://borrevolution.vg-network.com/
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

CZ80 works fine in Genesis Plus. No problems with it whatsoever.
Post Reply