Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / FPS Creator Version 2

Author
Message
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 21st Sep 2012 00:12
Hi, this is speclative at this point but also important for TGC to gain information from our users and fans of FPSC.

We are considering a Kickstarter fund raise for FPS Creator 2 and so we would like to see if you would be interested in backing such a development.

I have set up a very simple form for you to fill in. If we gain enough responses then we will do this again to measure interest in what features you would like to see.

Would you back a FPS Creator 2 Kickstarter?

We are based in the UK and cannot start a Kickstarter round until they launch here in the UK. They say this is due very soon though.

Thanks,

Rick

Financial Director
TGC Team
uzi idiot
Valued Member
16
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 21st Sep 2012 00:17
Wow, this should be quite interesting.

If something compiles on the first try. Something is terribly wrong.
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 21st Sep 2012 00:31 Edited at: 21st Sep 2012 00:32
Finally!! FPSC rewritten from the ground up would be awesome! I would definitely pay to see that.

I reject your reality and substitute my own...
Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 21st Sep 2012 00:34
Awesome, hope this goes through


Slenderman's Shadow - Sanatorium
http://forum.thegamecreators.com/?m=forum_view&t=199408&b=35
The Zoq2
16
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 21st Sep 2012 00:34
Id gladly back a project like that...
SpaceWurm
14
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 21st Sep 2012 00:49
Voted! And would gladly contribute.

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
kingofmk98
14
Years of Service
User Offline
Joined: 30th Jul 2011
Location: Everywhere
Posted: 21st Sep 2012 01:01 Edited at: 21st Sep 2012 01:02
I would defiantly buy this but one question. Will people that bought a copy of FPSC Version get this at any cheaper? Like me I bought a copy of FPSC from a store and not off the TGC website.

Norion
15
Years of Service
User Offline
Joined: 14th Jun 2010
Location: The Netherlands.
Posted: 21st Sep 2012 01:08
I would love to contribute, but only if you guys stop sticking on Direct X9. What I mean is that you guys are great game engine developers, and it would be a shame if you guys didn't use the advantage of the newer direct X versions. There would be so many new possibilities.


I still have nightmares on how you guys gave up on direct X10 and continued with direct X9. I think that FPSC X10 could have been so bad-ass.


I might be just a boy, young and reckless. But my message to TGC is that if you guys are going to built an new FPSC, make sure to built it for the future and not just for today.


The gamecreators gave me the basics of game making with there awesome products like fpsc and dark basic. And I thank them for that. And I would always continue to buy stuff from them and be a member of this great forum.


Cheers,

Martin.

PC specs: CPU: Intel core i5-2400 3.1 Ghz 6Mb. GPU: Radeon HD 6850 2Gb. RAM: 24 Gb DDR 3. Case: CM Stormtrooper.
Nomad Soul
Moderator
19
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 21st Sep 2012 01:11
I would pay $100 for a new FPSC that has dynamic shadows.

It must have dynamic shadows though.

pdq
19
Years of Service
User Offline
Joined: 20th Jul 2006
Location:
Posted: 21st Sep 2012 01:22
Not sure. I know Lee was talking about upgrading DBPro to make use of newer technologies. Will FPSC Creator 2 be built on this newer DBPro? Also the drop for X10 support has me concerned.
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 21st Sep 2012 01:28 Edited at: 21st Sep 2012 01:29
I think V2 would use the latest technology, there will always be FPSC X9 for older machines so TGC would be able to concentrate on the biggest, fastest first person shooter creator yet.


Obviously that's just my opinion.

I reject your reality and substitute my own...
Daniel wright 2311
User Banned
Posted: 21st Sep 2012 01:48
I will back it, but I think the option to turn it into 3rd person is something I would back all the way.

In the editor, right click on the model for options, then have a option for third person, then this will be your third person player.

my signature keeps being erased by a mod So this is my new signature.
srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 21st Sep 2012 02:00
I got burnt pretty bad on x10 but...yes, I would support it.

I would hope that this time around, even if the community complains that they can't run FPSC 2 on their Windows 98 IBM PC, TGC will not just drop support. Make a great engine that utilize the latest cpus and graphic cards (and gpus) and you will find a customer base - same as Unity, Unreal, etc. etc.

Not to sound like sour grapes...

YES, I will support.
The Nerevar
16
Years of Service
User Offline
Joined: 19th May 2010
Location: Vvardenfell
Posted: 21st Sep 2012 02:11
Whoa, whoa, whoa! Whats going on here?!?!
FPSC2! I can't believe what I'm reading.

I may have the latest technology on my computer for this, but, I'm not sure money wise.

Will this be expensive? And do you have a planned release?
(my birthday is coming soon!)

I'm excited for this! I'll support!

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
seth zer0
20
Years of Service
User Offline
Joined: 22nd Apr 2006
Location: Fort Walton Beach, FL
Posted: 21st Sep 2012 02:13 Edited at: 21st Sep 2012 02:14
I would back this up with at least $500.00(all I have to offer right now.) But like many of these other post say if you stick to it and not drop it like X10. I love fpsc x10 but find it sad that it is sitting on my shelve collecting dust. X9 is awesome but 10 should of been in its place. Make this one compatible with all direct x version's and added real time shadows and at least some of the newer graphics options that most indie game engines have and I'll gladly through money your way. As long as you make a promise not to drop it after a few years for fps creator x9. Because spending 70 dollar on something and then get left behide for a inferior(at the time) engine kinda sucked.

TGPEG
19
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 21st Sep 2012 02:19 Edited at: 21st Sep 2012 02:26
As I said on the TGC facebook page, I'd love to see a radical redesign and for FPSC to be completely rewritten and become more like Leadwerks or the CryEditors (although clearly not as professional as CryEngine), especially in doing away with the constrictions of the segment system, and having unlimited map sizes with level of detail systems.

I think a modern game development engine needs to be able to work in real time. When you consider that in terms of a game world designer, even the Sims is capable of realtime lighting and that sort of thing nowadays, I see no reason why FPSC shouldn't be able to do it.

There's no reason why things that work well already need change, file formats, the script system, the variable system, physics engine or the weapon system, it'd just be cool to see it in an environment that allows for much more creative freedom at the outset, as opposed to a fairly formulaic corridor-based world with static lights and shadows, a static sky, and fairly small game world.

TGC already has a good base to build on, with lots of assets and model packs that could easily be adapted to work with a new version I have described.

I'd be more than willing to put £100 in if something like that could be worked towards.
Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 21st Sep 2012 02:30
Would depend on the details...

There would need to be no loss of features vs. x9.

There would need to be multicore support.

There would need to be dynamic memory management.

There would need to be a commitment of support beyond what has been demonstrated in x9 and x10.

If these were the goals, I might be interested in backing and would certainly be willing to donate assets towards stretch goals.
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 21st Sep 2012 02:33
I would be willing to put down some money towards development, as well as pay for a final version.

-Keith

Bugsy
17
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 21st Sep 2012 02:42
agreed 100% with what errant says. The whole "migration" was supposed to be the FPSC 2 everyone was looking for, and it very much is. I don't want to see a giant new FPSC making all the progress on the current one obsolete, and creating a divide between the two FPSC user communities. I'd much rather see more improvements made to the current FPSC.

KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 21st Sep 2012 02:45
I'm afraid they may have painted themselves into a corner with the current code that is FPSC v1. Only being able to utilize a single core is a big thing; especially with today's computers. If we as a Community want to see FPSCreator have a future; then moving forward may mean going down a different path.

-Keith

srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 21st Sep 2012 03:00
One thing that should be noted...FPSC (whatever version) customers/users are some of the most loyal users of software I have ever seen.

I know this isn't a platform to dredge up the past but obviously the way x10 was handled...it can't come without some measure of consequence. For those of you who saw what x10 users managed to accomplish without company support and what, in particular, Budo created with Mystic Mod, it was a thing of beauty and it was a shame that it didn't generate enough interest to get TGCs attention. The cancellation of x10 as a product was the final nail in the coffin. Maybe it was for the best so as to put a stop to future customers feeling the sting of an product not supported by the creators.

Finally...my point...there's no question that this community will support TGC if they decide to commit to a new version of FPSC. We all love it - in spite of various frustrations. x10 inspired my kids to learn about programming and game design and that in itself was worth the price of admission.
ASTECH
18
Years of Service
User Offline
Joined: 18th Jul 2007
Location:
Posted: 21st Sep 2012 03:12
Quote: "Would depend on the details...

There would need to be no loss of features vs. x9.

There would need to be multicore support.

There would need to be dynamic memory management.

There would need to be a commitment of support beyond what has been demonstrated in x9 and x10."


YES.
YES.
YES.
YES.

Also... dynamic shadows like Nomad Soul pointed out and MOST importantly MULTI-CORE SUPPORT! We also need better use of system resources when building a game and STELLAR program optimization. MEMORY CAP MUST GO. Make 100% use of memory management and logic processing!

These things are a MUST. Who cares about graphics if the performance is terrible and restraining? A lot of that comes down to user usage, sure... but we could use A LOT of clean code on your guys side.

I would back 100% if this new FPSC can be just as professional as UDK, Unity, and others... but still simple in the way it always has been!

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 21st Sep 2012 03:14
I'd have to know a few more things before I donated, namely about where in the world is Lee going to find the time to do this?

He's got the monster AppGameKit update that's supposedly got him tied up til Christmas, and who knows how long the debugging phase for that will be.

Then Lee asked if there was any interest in a DarkBasic 'Elite' which would be DX11, multi-core, etc but would probably take a year or so to get to the same level of features and speed as DBP.

Is this a pie-in-the-sky kind of Kickstarter where we might not get a product until 2-3 years from now? Or is TGC planning a large employment increase to be able to handle all these different projects?

BedsideReaper
15
Years of Service
User Offline
Joined: 4th Feb 2011
Location: Lakewood, WA
Posted: 21st Sep 2012 03:20 Edited at: 21st Sep 2012 03:22
I agree with Errant. I honestly think that everything from x9 (model packs and features) should all be usable and backwards compatible for an FPSC 2. Not that I'm not welcoming anything new, it would: one, open a larger library and variety and two, keep alot of things still very basic.

Would that even be possible? If so, then take my money, please.

"I think I'm getting the 'Black Lung,' pop."

"Derrick, you've been down there for one day."
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 21st Sep 2012 03:36
Possibility to use a different file format for models would be great, as well as still having .x of course for those who want to use it.

Current Project: The Underground: Awakening
raymondlee306
16
Years of Service
User Offline
Joined: 24th Oct 2009
Location: Ohio
Posted: 21st Sep 2012 03:50
Are we taking suggestions? Just in case:

Maybe scripting in C+ or C#?

Terrain built in?

As long as I'm going for broke, BSP geometry creation versus segments, build as you go, Test play in editor, Camera controls for cinematics. Dynamic objects in multiplayer, flack,..um...um..hold On. Man now I'm excited.

I think the more it will offer the more people will pay.
XanthorXIII
AGK Gold Backer
15
Years of Service
User Offline
Joined: 13th May 2011
Location:
Posted: 21st Sep 2012 04:00
No I wouldn't support a version 2. I appreciate that TGC is doing these programs in the first place however I feel they are spreading themselves too thin on their other programs. DBPro looks like that needs to be finished and stabilized. AppGameKit should also be one of their top priorities as they need to compete hard in the mobile space. Sometimes I feel TGC is on track to deliver some great stuff only to be held back because they wondered off into the woods to find something else. Focus Focus Focus. Also if anyone here had not checked out AppGameKit we would welcome you to our little world to come for some programming fun. Its real easy to get into.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 21st Sep 2012 04:12
Do you think they may have their heads in the cloud? He He.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
DarkFrost
17
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 21st Sep 2012 04:21
Omg Omg Omg!!!!

A piece of my childhood to be reborn?!

Count me in!

srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 21st Sep 2012 04:21
Quote: "Also if anyone here had not checked out AppGameKit we would welcome you to our little world to come for some programming fun. Its real easy to get into."


In fairness, you might be biased and want attention where you are already invested. Of course, we all have our own agendas too.

There are a TON of players in the mobile space - more than 3D I would *guess*. Develop once, deploy everywhere is the dream of many, many engines right now and there exists some strong competition. At the end of the day everyone uses what works for them and are judged on the results of their work. But that is a separate conversation and I'm opening my virtual mouth way too much tonight.
Dillionaire
15
Years of Service
User Offline
Joined: 24th Dec 2010
Location: USA
Posted: 21st Sep 2012 05:07 Edited at: 21st Sep 2012 05:10
FPS Creator 2, if completely designed from the ground up, would be absolutely superb. I'd easily invest upwards of $250 if certain criteria were met.

Engine Support:

DirectX - To have an engine that would provide maximum lasting power, FPSC2 would require support for DX11. A considerable amount of features, such as tessellation and advanced lighting, would be difficult to implement, but the performance enhancements and modern GPU support would be not only welcome additions, but beneficial to all serious game developers. DX11 optimizes at the engine level, making performance quite easy to achieve relative to developer input.

Multi-Core Support: At minimum, dual core support almost goes without saying. As silicon die shrinks progress, CPUs rely less and less on per-core performance, opting instead for parallel processing to achieve more efficient and cost-effective computing. This new engine would certainly require support for this going forward, and I feel this bullet point would single-handedly resolve most of FPSC's performance issues.

Dynamic Memory Management: Skyrim got a lot of heat for being a natively 32-bit .exe, and for good reason. A 2GB memory cap is just not acceptable by today's standards. Additionally, a Level of Detail implementation would further enhance optimizations if the user was presented with a few basic options, such as dynamic texture compressions and shadow quality reductions of 2x at (x, Default: 15 meters), 4x at (y, Default: 100 meters), and 8x at (z, Default: 200 meters). In-view object culling, as well as corridor culling, are standard optimizations these days. And lastly, the ability to make trigger zone-based level culling would be a last-level developer optimization method. And while we're on that, you know what would be awesome? The ability to make trigger zones actual lines on the floor or invisible walls.

Software Design

Usability: FPSC's layout was by no means clunky, but it wasn't the most polished UI I've come across. And even then, I'm not specifically discussing the UI. If this project comes to fruition, entity/segment/effect parameters in their respective edit screens need to be more clearly outlined and documented. Listing a "Physics Weight" from 0-9999 does not tell the average user anything about the setting. In fact, taking that a step further...we have my next point...

Universal Engine Systems: The physics engine should be completely revised, using a global system that actually makes sense. All objects should have weights in Newtons, with a global parameter detailing the "Game World's" gravitational pull. For example, if someone makes a game that takes on another planet, gravitational pull should be configurable to something other than 9.8 m/s^2. Force vectors should also be included for a global entity interaction. If a player walks into a box weighing 1 kg, the engine should be able to dynamically calculate the sliding friction of the surface the box is on, the player feet pushing force, and the acceleration of the box. It doesn't have to be complex, but it should be an actual representation of real life. The guesswork by the end user would be completely eliminated as he or she could rely on the engine to calculate physics interactions in real-time when the developer specifies the mass of an entity they place in the game.

Stock Asset Variety: Earlier, EAI made a post that should cause immediate elation to anyone who reads it. If this project were to become a reality, he would donate assets to the stock media. Original, quality assets that come with the engine would make everyone happy, as I can personally guarantee that EAI's media would see pristine support, expertise, and design. If I were a TGC developer, I wouldn't hesitate to take him up on his offer.

File System Organization: At the Windows level, I honestly think the engine could use some rework. Maybe just a logical re-thinking of the way assets should be arranged would suffice. Community input would help you there. Many will complain that things should remain the same to lessen the learning curve for the veterans around here, but if you really want to move forward, FPSC2 should not be backwards compatible with FPSCx9. A clean, modern engine should not be based off the brainchild of early 2000's coding.

Attention to In-Game UI: Very little attention is paid to the stock Start Menu and Save/Load Menus, as well as the actual in-game HUD. Mostly, this is because the options for these elements were well-tucked away in FPSC. Going forward, HUD's should be capable of being tied to camera movement, and not necessarily tied to 2D alpha-based .bmp files. Also, an interactive, intuitive way to create a game's Start/Load/Save Menus would be outstanding! Again, 3D, slick menus really polish off the presentation.

Technical Enhancments:

GPU-intesive Tasks: GPUs these days can handle very complex shaders, and simultaneous ones at that. So, naturally, the addition of native shader techniques such as animated gun attachments, full screen shaders, and other dynamic effects should be easily accomplished. It would be up to the end user to create, purchase, or hire the creation of said shaders.

Terrain Editor: The Doom 3 days are a by-gone era. Corridor shooters are rarely implemented. That's not to say that we should do away with segments, but the combination of mold-able terrain and clever corridor segments can really make a game dynamic.

Scripting: I really don't know what to say about this. To fulfill the requests of hundreds of FPSCx9 scripting masters, the old scripting method would need to be retained. However, this method, while easy to learn and highly effective, was based, again, on single-core processing. It also has seemed to run its course, and I think its design is beginning to show its age in usability. Redesigning it to complement other engine features is ideal, or...possibly, redesigning it to build features on top of it! Good luck on figuring this delicate problem out. It also appears people require that features gained in FPSCx9 should not be lost...so, make that problem as complex as you want. Also, extensive documentation for each scripting value's purpose would reduce the confusion. You could completely start over...clean slate...so the daunting task of mapping each one out years later is negated.

Camera Movement: Makes for slick presentation. Therefore, the ability to import camera position animations for cinematic effects would be unbelievably desirable.


So, let me say this. I know I'm asking wayyyyyyyyyyyyyyyyyy too much. I can't emphasize this enough. TGC is spread too thin to be able to make an appreciable dent in the features I've, in my opinion, briefly outlined. But, it's the attention to detail that attracts people to AAA engines and games, and it takes someone swallowing their pride to make creative ideas and no brainers alike known to everyone. Heck, I've made one helluva checklist.

Whatever happens, I just want to let you guys know that you have made outstanding developments in the past decade that we all know and cherish. I respect how much effort has been put forth by TGC's coders, and I really do think Lee needs a break before he dies prematurely from overwork. I'm not sure of TGC's hiring capabilities, but if this project is to be a reality, we're gonna need to find some coders. Pure geniuses. And I wish everyone the best of luck, (Direct)x11 times over.

Cheers.
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 21st Sep 2012 05:43 Edited at: 21st Sep 2012 05:44
I'm all for it and you can take my money if it will back 3rd person and Fps with an option to switch between the two at any point in the game play.
EDIT: Oh and a larger work space. 40x40 just isn't enough for some ambitions.

Disturbing13
Dev Forum Store
Juzi
19
Years of Service
User Offline
Joined: 8th Mar 2007
Location: Finland
Posted: 21st Sep 2012 06:43
Code it with C. Make it modern with all the standard features of this era, while still maintaining the simplicity and innovativeness of the editor and you've got yourselves a cash cow.

I'm ready to donate the $100 I submitted right away, and even the 500+ if my economy decides to improve in the near future.

GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 21st Sep 2012 07:27
im willing to donate but .... Would this be a upgrade or would i have to pay for fpsc 2 since we havint really gotten any use out of fpsc 1 ... would love to see fpsc redone thoe

======================================
My software never has bugs. It just develops random features.
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 21st Sep 2012 07:42 Edited at: 21st Sep 2012 07:45
From the Facebook post

Quote: "

The Game Creators Ltd AppGameKit is our new cross platform tech moving forward. Freedom is part of that and taking baby steps. A new FPSC would use AppGameKit tech (cross platform). Try not to judge us on the past, we have learnt a lot and we're a bigger team. We will also find out what you all want in and FPSC 2 before starting it.

6 hours ago · Unlike · 7
"


gbison
15
Years of Service
User Offline
Joined: 15th Dec 2010
Location: USA
Posted: 21st Sep 2012 07:46 Edited at: 21st Sep 2012 07:47
So I set here with my coffee , yes at midnight and ponder on this conversation.

I even have the latest FPSC beta open playing with this little gem and then beside it on my task bar set T3D, Unity and UDK all infinitely superior and all free. Yet something continues me to keep FPSC on the task bar, mostly for prototyping I think.

Now imagine a world when its no longer a prototyping engine....imagine a world where the power we can find in the others can be found in FPSC maintaining even minutley the simplicity of it. That my friends you would sell...I'd sure buy it.

"The greatest trick the devil ever pulled, was to convince the world he didn't exist."
Burger
13
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 21st Sep 2012 08:29
You don't know how awesometastic (yes that's a made up word) fpsc2 would be. Rebuilt with the future in mind. I'm not going to create a super list of all the things I dream about, people have already posted that kind of stuff.

Although, I have to wonder if it will be another x10. My thoughts would be that TGC wont repeat themselves like that again. And what will happen with current users, will there be discounts? I'm trying to get in cheap before it even exists lol.

Anyway, very good to get peoples hopes up.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
TheK
19
Years of Service
User Offline
Joined: 4th Mar 2007
Location: Germany
Posted: 21st Sep 2012 09:40
Hello there,

I would totally back such a project (also way beyond 100$). But you guys would have to give me reasons why I should do so. If you got the idea to make an "FPSC 2", then I think you had tons of ideas for it flying around your offices. I would like to see at least a few of them. The most important ones.

I would like to have an FPS Creator that is still as easy to use as the current one, I'm even okay with the current graphics. But I would love to have multicore support, real support for 64-bit OS, dynamic memory management and a new physics and collision system. These technical parts of the engine are holding me and many other FPS Creator developers back to create environments that can catch up with today's modern games. I could create even better looking levels, if I haven't got to look at the 2GB cap all the time. This is time consuming, because you have to build your level to see how near you get to the memory cap and as a developer it just doesn't feel right to work with a game engine that limits you in nearly every way it can.

So I would be absolutely happy with a rewritten FPSC based on an engine that can handle big levels and could load them fast (take a look at Source Engine), an engine that (maybe) even offers fast rendered dynamic shadows and a decent physics system, because I don't want my players to be interrupted in their playing by being stuck everywhere in the level. A nice addition to that would be licensing Havok physics for FPSC 2. And this is not just an euphoric tip - it's my pure seriousness.

Greetings,
Jan

Skype name: thek491
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 21st Sep 2012 10:03 Edited at: 21st Sep 2012 10:04
Just pointing this out as it appears to have gone ignored completely...
Quote: "
From the Facebook post


Quote: "

The Game Creators Ltd AppGameKit is our new cross platform tech moving forward. Freedom is part of that and taking baby steps. [quote]A new FPSC would use AppGameKit tech (cross platform). "
Try not to judge us on the past, we have learnt a lot and we're a bigger team. We will also find out what you all want in and FPSC 2 before starting it.

6 hours ago · Unlike · 7
"[/quote]

Poloflece
16
Years of Service
User Offline
Joined: 14th May 2010
Location: Australia
Posted: 21st Sep 2012 10:18
Being able to develop cross platform would be incredible (especially if it were console, but of course that's not already done by agk). This project if done well would mean the big bucks for tgc (and media developers) as people would pay for current gen game dev software that doesn't need a $100+ licensing price

yahweigh
13
Years of Service
User Offline
Joined: 21st Sep 2012
Location:
Posted: 21st Sep 2012 11:11
absolutely would not support this, was burned on x10, and feel I deserve a refund for paying for an alpha (not even beta) test.

Then you dropped all support, but decided to keep supporting technology that, to be completely honest, looks a decade old.
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 21st Sep 2012 11:23 Edited at: 21st Sep 2012 11:25
Quote: "I'm afraid they may have painted themselves into a corner with the current code that is FPSC v1. Only being able to utilize a single core is a big thing; especially with today's computers. If we as a Community want to see FPSCreator have a future; then moving forward may mean going down a different path"


of course i would support... while downward compatibility (in major points) would be absolutely neccessary so you hold a wide customer base of fans. scripting has to remain in the same simplicity, media/model-support and fpe-handling should remain the same so we as users should not have to switch completely new, even if its only an addition to make this work and move on to newer media/handling in the new mediapacks/stock.

Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 21st Sep 2012 11:37
I'm not that interested really. I enjoy FPSC for what it is and would prefer to see FPSC itself evolve forward rather than a complete re-write that could take years to finish. That brings back bad memories of FPSC X10.

To me the awesome part of FPSC is that it runs on pretty much any Windows PC. I would probably support a new version that had Mac and Linux compatibility but it's not that important. Also, a lot of Windows machines still don't have DX11 hardware support so I'm not as excited about a DirectX update as many here seem to be.

Fuzz
19
Years of Service
User Offline
Joined: 14th Nov 2006
Location: Tasmania, Australia
Posted: 21st Sep 2012 12:00
Yes.

lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 21st Sep 2012 12:04
if you can, make sure that it will be able to better manage collisions, also supports high-poly models, ability to create land, ability to run the game on different platforms, a more powerful engine and more about dynamic shadows, full hardware support with the latest technology, the possibility of using the third person, rewrite the multiplayer so you can really use, Asthe is limited and very buggy. If you can at least do these things, I think it's worth investing on it.

Bugsy
17
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 21st Sep 2012 13:20
another thing is, I would have to be able to use all my old media and models and scripts easily, without a ridiculous conversion process. I'd hope for the same folderstructure.

It would need to be backwards compatible map-wise, too.

I also know it would be rather annoying with the new features and redesigned engine, to re do all lighting, if changes are made to the lighting system. I've developed a style, and would have to change it all.

xplosys
20
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 21st Sep 2012 14:41
I'm not sure what exactly you mean by "back" the project, but I would consider investing as well if that is an option.

Brian.

!retupmoc eht ni deppart m'I !pleH

Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 21st Sep 2012 14:58 Edited at: 21st Sep 2012 15:01
Quote: "I'm not sure what exactly you mean by "back" the project,"


"Backers" are persons who have pledged money via Kickstarter. For those not familiar with the system, check out this link and then click through the projects to get an idea of how backing tiers and stretch goal rewards work... http://www.kickstarter.com/discover/categories/games/most-funded?ref=more#p1
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 21st Sep 2012 16:12
I would say that so long as its a complete re-write from the ground up. It should have multi-core support but also better utilization of the GPU. Larger map sizes and the ability to import maps from the current version. Better physics to. I'm all for this. Cross console is a plus, but probably might not happen.

ASTECH
18
Years of Service
User Offline
Joined: 18th Jul 2007
Location:
Posted: 21st Sep 2012 20:50
Quote: "Cross console is a plus, but probably might not happen."


Since it will be based on AppGameKit tech... at least by Mr. Valentine's quote of Lee... I would LOVE to see an option to push onto android devices. Graphics would be lowered but still... the possibilities!

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit

Login to post a reply

Server time is: 2026-06-11 14:34:06
Your offset time is: 2026-06-11 14:34:06