Game test v0.01
Re: Game test v0.01
Looks good and fast enough.
Re: Game test v0.01
whatever your doing I want some 
Re: Game test v0.01
@miso: I need more speed or new computer
@Idle
Thank you friends!!
This is a new version of the multi screens system, now use glsl shader trying to win any fps...
Added new reel with better quality images with bigger resolution and cyberpunk style, better for game style.
Every frame is swapped fast to you can apreciate the effect.
My igpu is like a toaster...
https://youtu.be/UgAbkAQV2UI

@Idle
Thank you friends!!
This is a new version of the multi screens system, now use glsl shader trying to win any fps...
Added new reel with better quality images with bigger resolution and cyberpunk style, better for game style.
Every frame is swapped fast to you can apreciate the effect.
My igpu is like a toaster...
https://youtu.be/UgAbkAQV2UI

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Re: Game test v0.01
Nuclear? No thanks!
Testing fx for contamined zones. please don't breathe.

Testing fx for contamined zones. please don't breathe.

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Re: Game test v0.01
Cool, as always. Just keep it up, it's always fun to see your progress.
Re: Game test v0.01
Im here again!
Thanks miso, im glad you like my crazy creations.
After testing and testing, and testing again how to animate mouth with teeths (or not
) This was the solution.
@Carm3D this is the process.
Cliping the area of the mouth to no distort the rest.
A curve push the upper side and another inverted curve (may be diferent or not), push the bottom side.
I use a param 0.0 to 1.0 to open or close.
Teeths is other small image pasted before the man without teeths
All over a simple image. Left image is the original, right is transformed.

And this is other big jump for me and nothing for the humankind
I was making post effects for cameras to include in my game.
With this i invert a lot of time because documentation is very, very short. I need to use the old method trial and error to get any result. Finally is working.
This is the result:

Thanks miso, im glad you like my crazy creations.
After testing and testing, and testing again how to animate mouth with teeths (or not
@Carm3D this is the process.
Cliping the area of the mouth to no distort the rest.
A curve push the upper side and another inverted curve (may be diferent or not), push the bottom side.
I use a param 0.0 to 1.0 to open or close.
Teeths is other small image pasted before the man without teeths
All over a simple image. Left image is the original, right is transformed.

And this is other big jump for me and nothing for the humankind
I was making post effects for cameras to include in my game.
With this i invert a lot of time because documentation is very, very short. I need to use the old method trial and error to get any result. Finally is working.
This is the result:

If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Very cool! Are you going to try articulating his jaw? Love the rock creator too.
Re: Game test v0.01
Thanks Carm3D!. Yes i will try, but this result is not bad.Carm3D wrote: Tue Feb 03, 2026 8:58 am Very cool! Are you going to try articulating his jaw? Love the rock creator too.
New versión now with eyes too. Improved speed x100, reduce wrap zone, modifications in memory.

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Re: Game test v0.01
Since I need a format for animations that is light, fast and without restrictions. It occurred to me to create my own.
I don't need many colors since the aesthetics of the game do not require them, I have opted for 256 colors.
Windows does not read the format directly and I like that too.
I am working on a system to create my own animations (movie) without audio, since it is for presentations with music or synchronizing the audio separately.
The main advantage is its small size since it uses 256 colors and compression.
The format is my own and consists of an encoder and decoder, the result for now is very good.
The encoder take 1ms to encode 1 frame.
The decoder take 2ms to decode 1 frame.
IMPROVED!
encoder take 1ms to encode 1 frame.
decoder take 1ms to decode 1 frame.
Example 500 frames of 256x256
Minimy´s Movie = 1.5 to 4 Mb. (without audio)
MJPEG = 5 to 10 Mb. (without audio)
PureMovie 1.01
I don't need many colors since the aesthetics of the game do not require them, I have opted for 256 colors.
Windows does not read the format directly and I like that too.
I am working on a system to create my own animations (movie) without audio, since it is for presentations with music or synchronizing the audio separately.
The main advantage is its small size since it uses 256 colors and compression.
The format is my own and consists of an encoder and decoder, the result for now is very good.
The encoder take 1ms to encode 1 frame.
The decoder take 2ms to decode 1 frame.
IMPROVED!
encoder take 1ms to encode 1 frame.
decoder take 1ms to decode 1 frame.
Example 500 frames of 256x256
Minimy´s Movie = 1.5 to 4 Mb. (without audio)
MJPEG = 5 to 10 Mb. (without audio)
PureMovie 1.01
Last edited by minimy on Wed Feb 04, 2026 9:01 pm, edited 1 time in total.
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Re: Game test v0.01
There are suggestions I could make on how to improve it, but I'm concerned I might start to annoy you with my nit-picking.
Re: Game test v0.01
No, not at all, my friend, we are here to learn.Carm3D wrote: Tue Feb 03, 2026 4:00 pmThere are suggestions I could make on how to improve it, but I'm concerned I might start to annoy you with my nit-picking.
It is true that the game I want to make is perhaps too ambitious, it mixes 3D with 2D with dialogues, missions, open world, vehicles, inventories, trading system and a lot of other things. That's why sometimes I settle for the result I get, I think that in the end it is the sum of everything, and especially the gameplay.
Ideas are always well received, I think that in the end that is the meaning of the forum.
All your commentarys are wellcome my friend. Thanks for your comments and ideas.
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Re: Game test v0.01
Alrighty...minimy wrote: Tue Feb 03, 2026 6:51 pmAll your commentarys are wellcome my friend. Thanks for your comments and ideas.
Well being able to open the jaw, even if just a little bit, will be a tremendous help. Right now he looks like he is suffering from lockjaw.
The specular hilight (reflection) on the eyeballs are part of the eye texture. If the eyes were perfectly round, I would say put a static specular hilight in the upper-left and that would fix it.. But unfortunately, eyeballs are not perfect spheres. The area around the pupil and cornea bulge outward.

So what I would suggest is have a specular hilight that tries to stay in the upper-left of the cornea area. When the eye looks up-left, bring the hilight closer to the pupil. when the eye looks down-right, bring it to the edge of the cornea bulge.
The lips and eyelids should cast a shadow over the eyes (speculars too) and inside of mouth. Perhaps a good shorthand would be to have the entire mouth interior go dark when the lips are brought together, and have it get more bright when it's fully open-on top of what the cast shadow does. Eyelids are thicker than you might think, so don't skimp on how much they darken the eyeball.
If you want to get into eyebrow articulation, they go a long way to conveying emotions. But keep in mind they do not simply go up an down. They can squeeze towards the center.
Squeezed: Distrust
Down-squeezed: Angry.
Up: Surprised.
Up-Squeezed: Worry/sadness.
Re: Game test v0.01
You are right about everything. In 3D if I use that technique for the eyes, in 2D I use several layers of images to simulate a sphere of brightness for the eyes, another for the eyes, another for the teeth.
If it's a good idea for me to open my jaw, I'll try.
It seems that you control the visual issue well.
When I started with lightwave it included a blade runner(1982) scene
If it's a good idea for me to open my jaw, I'll try.
It seems that you control the visual issue well.
When I started with lightwave it included a blade runner(1982) scene
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Re: Game test v0.01
Last edited by minimy on Sun Feb 08, 2026 2:57 pm, edited 4 times in total.
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