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Wednesday, September 20, 2017 - 21:26

I was useing CharacterFX for bones animation. It's simple and nice for some simple stuff. Also FragMotion is highly capable. However, I would suggest to try to apply motion capture files to your models. That is not so easy, gotta do some googling and hacking, but there are paths, even for free mocap data.


Bones is the way to go, and you really have to know how to access them on your engine. You can then simply parent something to a bone, like a sword to the hand, and, assuming some minimal standards in the engine, the sword animation will be relative to the hand automaticly. Full documentation is crucial in engine choice!


As for the seams, usually they are just at some not so obvious parts, like a belt, the neck, hands etc. You cannot weld those vertices since the parts are individual meshes. at least in the engines I used.


Actually, I even don't understand what you mean by "preanimated"... you mean like, render to 2D animated sprites?

Wednesday, September 20, 2017 - 20:59

As far as I see you could build them with extremly low polycount. This would allow to display megacities even on very slow devices. Textures however would make it better at virtually no or little performence costs, an some nice facades with a lightmap baked on will make them look pretty real, considering the few triangles used.

Wednesday, September 20, 2017 - 20:50

Great work, thanks a lot for sharing! Probably not the kind of guy I'd bring to a church congress, but anyway. Very nice job.

Wednesday, September 20, 2017 - 20:25

Well, those games I linked to were not commercial products. They may just show you that I am a little into games design. although usually in the 3D domain.

An NDA isn't something that is closing the deal. It is a contract that forbids you to steal or otherwise profit from my idea, once I have revealed it to you, and should you break the contract, you'd have to pay serious money. That is an NDA. Then you still can quit, without to even start working on it. You just can't tell anybody about the idea.

However, people need to get in touch, find out whether they fit together and one by one a deal is closed. Not neccessarily tho. Do you got any examples online?

Wednesday, September 20, 2017 - 13:34

Due to its potential of becoming viral this is hard to calculate, but definitely at least in the millions per year. Pushing ads will be required at the beginning and will be easier to achieve, the more convincing the initial product is to the investors. 

Wednesday, September 20, 2017 - 12:38

Hi, here's how I do it in javascript:


   id = document.getElementById("mypic"); = ""+(i+5); = "absolute"; = my_y + "px"; = my_x + "px";

 =  my_width + "px"; = my_height + "px";



   opa=(ybuf[i]-240)/50; // just using some data for fade in frome distance

   if(opa<0){opa=0;}// opacity range 0.0 to 1.0

   if(opa>1){opa=1;} = ""+opa;

// = "screen"; // unfort. not working in opera and webkit 


where mypic is the id on the html tag <img src="someurl" id="mypic">. There is also style.display="none" and ="block" to actually hide and show individual images. They can also be positioned offscreen, but that is most likely slower. You may be able to position and hide anything that way, not just images. Just use the id of the html element.


Wednesday, September 20, 2017 - 12:15

Thanks, yes indeed, canvas has some very interesting features. As of now, when I am working with sprites and tiles, css does a pretty good Job. Canvas allows 3D transforms by using Matrices, btw. Also, a canvas supports eighter "2d" or "webGL", which is cool, although WebGL is in fact just a hardware accellerated 2D transformator, in which one needs to use Matrix transformations as well to get real 3D, although one can put this into neat functions. I keep on experimenting with this css approach, also because it's a bit of a niche. BTW do you know any doublebuffer flipping or vsync possibilities for canvas?

Wednesday, September 20, 2017 - 11:46

Yes, it's true, I want to sell your game. But can you sell it only half as good? Or at all, these days, and I guess a lot of people know what I mean. So, sometimes it may be worth a try to give the "business end" of things into the hands of somebody who may be up to something. I wouldn't do that if I had not something to add to the game that has a significant market potential, because I am not a sales agent for generic games, but an inventor in need of the synergy of a team.


Maybe, so you see that I in fact got some experience, here's an archive of some of my win32 games and apps projects:


This is a free webspace provider that may add some scripts to the page, btw.Yes indeed, if I had the money, I would just hire people. Anyway, I am tired of defending myself.If the product comes along nicely, financial backing won't be the problem, but rather whether we are one step ahead of the competitors and copiers out there.

To understand that, one needs to think outside the amateurbox, think big, think like gta5 big, with a production budget of 266 millions, just to stay that one step ahead.


But my needs are not as huge, all it needs is a html5 generic mmo in 2D with broad mobile / platform support.


Wednesday, September 20, 2017 - 10:57

Well, there is not much of a risk, I don't ask anyone to give away any of their intellectual properties. If it all works, the initial efforts will be peanuts, compared to the potential earnings.


And honestly, would anybody want to work with somebody who reveals his great business idea to the public? I wouldn't. I said therefor "nondisclosure agreement", which is common at an industrial level in entertainment, be it scripts, game ideas or other innovative products.


Anyway, anybody capable and interested is welcome.

Tuesday, September 19, 2017 - 14:03

I forgot: good browser compatibility, mobile/tablet friendly controls (i can add orientation sensors etc. if required), and pg13 or so content.