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Work in Progress / [LOCKED] Easy FPS - a first person shooter engine

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The Nerd
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Posted: 3rd May 2006 16:00 Edited at: 30th May 2006 17:49
Easy FPS - Unleash Your Creativity


Please scroll down for a demo of the Easy FPS Editor

25 May 2006

I have purchased the bundle pack with Dark AI and Dark Physics. I'm now able to download Dark AI.

I will use those two plugins in Easy FPS

/Update

Dark Physics

Right, it has been decided that I will deffinately use Dark Physics for Easy FPS.

-The Nerd

**Update Info**

Hi,

This place("Update info") will be used to show informations about what the current version of Easy FPS can do(The current version may not be released). So this place will be updated everytime a new feature is implementet.

Version Release Status: Not Released.

Current Features(Easy FPS Editor):

*Save/Load your levels

*Review Map mode: If you enable this mode, all the windows from the main screen will be hidden until you disable the mode again.

*Load and place new entities through the entity load window(By double-clicking on icons)

*Real-time scaling tools for both entities and imported maps

*Language Package Support

*Easy FPS uses LUA scripts

*Import of own models

*Full camera/object control

*Windows User Interface

*Small project manager

Editor Changes

*improved object loading system. Now it's easier for you to import you own models

*Crash bug when closing windows fixed.

*Clone object bug fixed

-----------------------------------

Easy FPS Runtime : Not Started.

/Update Info

**Update - 16 May 2006**

Hi all,

Unfortunately the runtime part of Easy FPS will be delayed yet again This is due to that Dark Physics has been delayed to the 29 May. So I just have to use the extra time improving the editor some more. That leads me to the new updates the editor have been going through, and bug fixes!

Language Package support

The biggest feature right now is that you're now able to implement new language packages to the editor! And it's easy too! In the Data folder there now is a folder called "Language". In this folder you will find a lua script called "Language". That script looks like this:


Very simple... Now in this folder you also got the folder containing a language pack. Right now there is an English language package and so I've written "English" as the language used. If you had another folder called "Danish" I would just switch that variable to "Danish" In those language package folders you will find .ini files containing names for menu buttons, and you simple change those

Other Features

-Clone Object button has been added to the object view window. With this you can easely clone the current selected object This is much quicker than having to go to and load a new entity from the entity load window all the time!

-You can now show/hide the matrix

Other Changes

-The save file has now been improved much.

-Easy FPS editor is now far more stable than ever before.

-Fixed a bug that would cause the editor to crash if you tried to load new entities to a loaded level

-Fixed buggy object scripts

-A lot more bugs fixed...

-The menu catogeries has now been changed a little, so now a new menu has been added. The "Tools" menu. You can't see it on the screenshot though.

And a new screenshot!


Sorry for the delay on the runtime But atleast the editor will be very good

When will this editor update be released?:

As soon as I feel like it's ready

Cheers,

-The Nerd

****

Demo 2 released

New features:

-More stable
-Camera have been improved

Other Changes:

-Faulty example level removed

Download link: Here

Cheers,

-The Nerd


[edit]

Easy FPS Demo 1 is released! This demo only contains the editor. I'm waiting for DarkPhysics before starting to write the runtime. Test it and see if you find any bugs Or if you have a feature request. Sorry if the documentation is a little thin. But it's only an early demo. And it covers what it needs for you to get started. There is a map following with it for you to build levels on... If case if you didn't got any yourself. There is also following a simple example level It can be found in the "Saved Levels" folder.

Easy FPS Demo 1

Cheers,

-The Nerd

[/edit]

Hi,

I'm started to work on a new FPS Engine. It's obviously) called Easy FPS. With the Easy FPS engine you will be able to make FPS games without any coding required at all. You will be able to place something like: Enemies, zones of different kind( sound zones, player start zones) etc..., entities and all sort of that. Then after you're done with the level, you can build it. Easy FPS uses the power of LUA too Right now it's only the editor that's done. Then what are my reasons to post? Well... First of, the engine will get an early indroduction to the community, which means that many new ideas can pop up Also one of the reasons I'm posting is, that I'm currently working on the runtime part. The runtime part is in short where it builds your level into a playable game. The editor got all it needs right now. So I will start by indroduce you to that, before moving on:

Just a normal view from the editor. In the editor you can move around with a camera with the mouse and keyboard. It's almost done, all it needs is strafing :


Then we got this picture, which shows a loaded level. Please note that the main level structure(Like the terrain and walls) aren't made with the editor. The editors purpose is to place entities from loaded levels. This level was made in 3D World Studio, with entities placed (The barrels in this situation):


Now we got a screenshot showing the entity loading system(or whatever you wanna call it). When you load a new entity you simply select it from this window :


The last screenshot here shows the object properties window:


This window appears when you click on a object from the object selection window. What's the object selection window? Can you see the window with a treeview in it to the left? That's it. It builds a list of all loaded objects in there, where you're able to select the loaded objects from Later there will be implementet so you're able to select objects by clicking on them with the mouse in the 3D view. Now.. Back to the object properties window. When you double-click on one of the loaded objects from there, it will show up. From here, you're able to change all kind of settings for that object(Not many options yet though) Right now you can change something like if the object should have light on it or not. The collision part if for the runtime.

Now I guess you're wondering if you can put new models in? Of course! You simple put your model with the texture and a thumbnail in the objects folder, and it will just show in the window, were you will be able to double-click on it and load it. Simple as that!

And this last screenshot just shows of the way you load/save levels and that kind of stuff... It's a windows interface:


I just wanna tell a little more about the editor/engine as it is now. The engine takes advantage of the powerful LUA script! This means that you'll be able to change very much of your game from scripts. Also the scripts are linked to objects when you load them into the editor were the editor will load the script from each object and then use it on that specefic object. Like scaling values, whenever it should have light on it or not etc... Very handy!

Right... I think I have covered the most now. Now to the big question

One last thing... The engine will be free. This is simply due to that I'm in a busy time close to the 'exams' and change of school etc... + I may not be totally ready for taking the responsibility of paying costumers! It could end in a mess. So I think I've made the right choice in making this free.

As I said, I'm current developing the runtime exe. The one that builds your level and let you play it. Right... The question is really:

Should I use NGC(Nuclear Glory Collision) or Newton Game Dynamics?

If I use NGC the games you make will just get ordenary collisions. Now this might sounds a bit boring. But I think you can make great games without the use of physics(Call Of Duty) as an example. And with the use of NGC, I think the system requirements for the games you make will be lowered a bit than if physics are used.

If I use Newton, the games you make will get cool physics Using this might increase the system requirements of the game due to the extra calculation it takes for the physics.

I though I would ask this question as it's a very big part of the engine, and the way games will be made. And it would be good to get some input from this community

So fell free to post comments, ideas and of course thoughts about the big question!

Cheers,

The Nerd

Cash Curtis II
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Posted: 3rd May 2006 16:15 Edited at: 3rd May 2006 16:15
I must say, wow. This looks quite nice. Nice layout for the thread, also.

I've got a question. How will character model animations be handled? By specifying animation frame sets, or by animating the model correctly ahead of time?

NGC or Newton - Newton is great, but it can be frustrating. You can easily add a basic physics system using collision, momentum, and gravity. What you'd probably be missing is automatic rotation of falling objects.

For instance, you can set up a stack of barrels. If one gets shot, momentum is applied in a direction. Then, if any object has momentum, it's moved in its direction. If there is friction, you reduce momentum. Then you apply gravity.

Doing something like this would probably be the easiest thing to accomplish in your engine. My main gripe with Newton was how difficult it was to control 3rd person entities.

One of the main reasons I'm looking so forward to Ageia physics is that 3rd person entity control is included.

If you can work out a good way to control the entities, go with Newton. However, it might be an exercise in frustration. NGC is probably your best bet.


Come see the WIP!
Lukas W
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Posted: 3rd May 2006 16:26 Edited at: 3rd May 2006 16:27
dont know about ngc, but in newton you get different "materials" for entites.

so if it's a ..bouncy ball, then it have lots of momentum so it bounces, and (what is momentum :S) you can give it a bouncing sound each time it collides with something.

same thing goes with metal for instance.. like if it's lying on the floor and moving (being pulled or dragged etc.) i bet it wouldn't be too hard to add some noice for that too. haven't tried it though, but it sounds easy in my head.

with NGC, what you can do is.. basically FPSC games, but without physics.

edit,
lolar i found an awesome smiley.

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Silvester
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Posted: 3rd May 2006 16:53 Edited at: 3rd May 2006 16:56
OK,

@ the nerd:

i hope you wont stop a project like many other people as soon as they just cant solve one problem.

also,
as i can see for this,the interface is quite easy to use,The no coding is quite nice!(just like with FPSC).

Also i hope you fix the psychics and A.I. better then with FPSC...

I hope this project goes well.

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The Nerd
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Posted: 3rd May 2006 17:09 Edited at: 3rd May 2006 17:15
wow... Thanks for the comments all!

@Cash Curtis II:

Got some good points there... Right now my idea would be to setup the runtime with Newton, and then when PhysX hit the streets I will purchase that and re-write the physics part. Most due to that PhysX looks VERY nice and easy to use.

About the character animation part, I must admit that I haven't done alot of though about this yet, as my main goal right now is just to get a basic runtime done. So you can atleast play your games. But right now I could see myself using animation frames.

Thank you very much for the points and explanation

@Lukas W:

Hehe...

@Master mind:

Quote: "i hope you wont stop a project like many other people as soon as they just cant solve one problem."


Me neither! I will bump into problems when developing this fps engine that's for sure. But I WILL fix them Stopping a project if problems occour won't get you long.

Quote: "I hope this project goes well."


Thanks Me too. I will have a demo up as soon as a basic runtime have been made.


In all ways, I really think that I'm gonna use physX for this engine Can't wait until I can get my hands on it.

-The Nerd

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Chris Franklin
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Posted: 3rd May 2006 17:50
Nice i remeber you showing me this on msn great work

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Posted: 3rd May 2006 17:51
Or, you could simply write your own vector based physics engine... 'tisn't hard, and it's nice and easy on the recources, since you can simply leave out calculating rotational forces. Would add a nice touch to things. Or, you could just chip out your $60 and have kick-arse physics without too much bother


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The Nerd
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Posted: 3rd May 2006 17:52
Quote: "Nice i remeber you showing me this on msn great work"


Thanks!

Quote: "Or, you could simply write your own vector based physics engine... 'tisn't hard, and it's nice and easy on the recources, since you can simply leave out calculating rotational forces. Would add a nice touch to things. Or, you could just chip out your $60 and have kick-arse physics without too much bother"


It's already decided... The 60$ will be spend very good I think

-The Nerd

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Uncle Sam
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Posted: 3rd May 2006 20:22
This looks really neat. Not sure if I'd use it, or just code my own FPS's, but this looks really neat!

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Sergey K
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Posted: 3rd May 2006 20:32
nice work dude..
and btw, (maybe you already mentioned it already though) in what format you exporting all of those stuff and how you loading it?

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The Nerd
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Posted: 3rd May 2006 21:22
The levels you save from withing the editor will be saved as an Easy FPS file .easyFPS actually...

Loading is just reading from the file.

@Uncle Sam:

Quote: "This looks really neat."


hehe... Thanks!

-The Nerd

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Aoneweb
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Posted: 4th May 2006 04:05
Looking very good, keep it up, there is a big market at the right price.


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BF game programmer
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Posted: 4th May 2006 05:22
holy crap!! looks great nice job

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Aaron Miller
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Posted: 4th May 2006 08:45
This looks really good!

But do you know how to get it to make an exe?

[CODE]
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Posted: 4th May 2006 08:51
Quote: "But do you know how to get it to make an exe?"


I would assume just like FPSC.

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Posted: 4th May 2006 14:13
whats easy fps file?

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The Nerd
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Posted: 4th May 2006 15:21 Edited at: 4th May 2006 15:38
Hehe... More comments to answer... yay!

Quote: "Looking very good, keep it up, there is a big market at the right price."


Thanks But as I stated in the first post, my intentions is to make this free. Mostly because I'm about to enter a very busy time and then maybe not being ready to have the responsibility for costumers! It could end in a mess... And I don't wanna risk anything right now. So free is clearly the easiest way But things could chance... You'll never know. Maybe like 5-10$ for a registered version... But it's hard to say now really... Depends very much on the quality you will be able to produce with it.

Quote: "holy crap!! looks great nice job"


Thank you!

Quote: "This looks really good!

But do you know how to get it to make an exe?
"


First of, thanks
And sure I do... Well... The engine doesn't make an exe really. There will be a pre-compiled exe following with the engine. This exe will be able to use all the data from the easyFPS files(This file contains all the data about your level) to build the game. So when you build the game it copys this exe into your project folder

Quote: "whats easy fps file?"


My own file...

Thanks for the comments all!

Just one more thing... Right now the plans will be to purchase both PhysX and darkAI... I think those two packages would serve Easy FPS very well

Cheers,

-The Nerd

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Phaelax
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Posted: 5th May 2006 20:03
newton will definately add more realism, but if all you want is basic FPS-like collision then NGC will probably be faster.


The Nerd
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Posted: 5th May 2006 21:00
Quote: " newton will definately add more realism, but if all you want is basic FPS-like collision then NGC will probably be faster."


Sure. But the decision is kinda made. I think it's gonna be Dark Physics Will add very good physics(Hopefully).

Cheers,

-The Nerd

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SpaceBattle-Shootout
Uncle Sam
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Posted: 5th May 2006 21:12 Edited at: 5th May 2006 21:12
If you did use NGC, I would say, switch to Sparky's DLL. I used it for my fps, and it provides wonderful sliding collision and easy ray casting for bullets.

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The Nerd
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Posted: 5th May 2006 21:24 Edited at: 5th May 2006 21:38
Quote: " If you did use NGC, I would say, switch to Sparky's DLL. I used it for my fps, and it provides wonderful sliding collision and easy ray casting for bullets. "


Yeah... When NGC is faster and more powerfull? Oh, yeah... And easier to use at the same time. You should have got that into your head somewhere in this thread!
http://forum.thegamecreators.com/?m=forum_view&t=77265&b=1&p=1

It's like you're against NCG or something... Sure Sparky's collision DLL is great. And Sparky deserves the credits for doing something like that for the community. But using Sparky's would make no sense for me when I got a more powerfull collision DLL right here, would it?

-The Nerd

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Silvester
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Posted: 5th May 2006 21:32
I ask myself,Because you helped me with the coding,can i help you with anything?

i mean,you helped me,and i appriciate it.BUT i'd like to do something back to everyone who helps me now.
So can i help?

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The Nerd
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Posted: 5th May 2006 21:34
Quote: "i mean,you helped me,and i appriciate it.BUT i'd like to do something back to everyone who helps me now.
So can i help?"


Thanks for the kind offer! Though I don't really need any help But thanks for asking!

Cheers,

-The Nerd

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Silvester
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Posted: 5th May 2006 21:38
OK,
then ill be on to my desk and dont try to crack my keyboard because my program crashes AGAIN.

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Aaron Miller
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Posted: 6th May 2006 10:16
When do you suspect a demo? Or even a video?

What is a list of the currently most wanted / has been provided bugs/fixes, and functions?

This is a very interesting project! I would love to see where it goes.


NOTE: Having looked at the source on FPSC, and have not been able to compile it, due to no money, i have no idea how it makes it's exe (Ive seen a function or gosub call for "GENERATE EXE" but nothing on it. Considering this is your own source code, and your choice to let people view it, i wont ask you to say how.

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The Nerd
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Posted: 6th May 2006 12:24
Quote: " When do you suspect a demo? Or even a video?"


There's not much point in showing a video of the editor Sure I could release the editor, where you can save/load and all that. But you won't be able to build the game yet.

Quote: "What is a list of the currently most wanted / has been provided bugs/fixes, and functions?"


Right now there ain't any bugs with the editor(That I'm aware of anyway). Right now my most wanted thing would be to build the runtime so you can actually play your games! But I will wait doing so until I got my hands on DarkPhysics.

Quote: "This is a very interesting project! I would love to see where it goes."


Thanks! Yeah... Me too. Should be interesting.

Quote: "NOTE: Having looked at the source on FPSC, and have not been able to compile it, due to no money, i have no idea how it makes it's exe (Ive seen a function or gosub call for "GENERATE EXE" but nothing on it. Considering this is your own source code, and your choice to let people view it, i wont ask you to say how.
"


I've already answered how I do it. I simply copy the runtime exe which is build to read your level files and then make it to a game The runtime exe is a pre-compiled exe. So I don't make any exe's at all.

Cheers,

-The Nerd

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Silvester
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Posted: 6th May 2006 18:44
I hope one thing The Nerd,
IF you use FPS-Game source,I hope you made the psychics better.Because in FPSC then dont even notice you if you shoot them from aside...

And i'd like to see where this project goes!

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The Nerd
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Posted: 6th May 2006 19:19
Quote: "IF you use FPS-Game source,I hope you made the psychics better.Because in FPSC then dont even notice you if you shoot them from aside..."


I'm not using the fpsc source code I'm writing this engine from scratch...

Regards,

-The Nerd

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Silvester
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Posted: 6th May 2006 20:08
OH ok.

i think you should update the first post with all current features,upcoming features,AND what your planning on the psychics.

then people should get a better feeling of what they can expect or CANT expect.

Just an idea,not to push you,just an idea.

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The Nerd
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Posted: 6th May 2006 21:08
Quote: "i think you should update the first post with all current features,upcoming features,AND what your planning on the psychics."


I should actually do that Will do at some point.

Cheers,

The Nerd

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Posted: 6th May 2006 21:27
Looks good! I'm not sure ".easyFPS" is a great file extension, though... I think ".efps" would serve better. Just a idea, and it's not really important.

The Nerd
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Posted: 6th May 2006 21:31
Quote: " Looks good!"


Thanks!

Quote: "I'm not sure ".easyFPS" is a great file extension, though... I think ".efps" would serve better. Just a idea, and it's not really important."


Nah... Though you're right. It's just been a long time since I've touched the file's or the extension Never really gave it any thought. I will change it to .efps

Thanks for the comment!

Cheers,

-The Nerd

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MartinS
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Posted: 6th May 2006 21:36
No problem.

P.S. Did you use BlueGUI for the IDE? It certainly looks it!

The Nerd
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Posted: 6th May 2006 21:37
Quote: "P.S. Did you use BlueGUI for the IDE? It certainly looks it!"


Indeed I did! I love BlueGUI!

-The Nerd

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Aaron Miller
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Posted: 7th May 2006 09:26
I have an idea about the extensions.

The extension seams to be .easyfps right? Well why dont you make it so that the user can choose the extension that best suites him/her? In other words *.* ("MyGameData.data" or "MyGameData.98!")

Just an idea. Not trying to push.

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The Nerd
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Posted: 7th May 2006 13:22
Quote: "
The extension seams to be .easyfps right? Well why dont you make it so that the user can choose the extension that best suites him/her?"


Hmmm... I can't really see the meaning in doing so It would also require a great deal for the runtime/editor to figure out what extension the user are using.

So I'm just gonna stick with .efps

Regards,

The Nerd

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The Nerd
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Posted: 7th May 2006 23:25 Edited at: 7th May 2006 23:31
Hi all,

Just posting to inform your all that since I don't really know when DarkPhysics comes out, I can't really say when I will be starting to work on the Runtime. So in the meantime I will release the editor so you can play around with it Find and report bugs etc... And feature request. Just gonna add a little more to it and then I will release it.

It may be released tommorow. Please notice that you will not be able to build and play your games in this release. It's the editor only.

Cheers,

-The Nerd

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SpaceBattle-Shootout
Aaron Miller
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Posted: 9th May 2006 07:56
1) I would like to apologize for posting twice about how you make your exes, when you said 3 times that easyFPS involves the runtime.
@lost in thought
I do not know how fpsc makes it's exes, as i can not navigate
through its source code.

2) I know why you should change it to whatever the user desires... If the user wants to sell, or give away (as freeware), .efps wouldnt be what i, or many people i know would choose. (no offense)

3) Heres some source code to load, and save it! Hope it helps a little...


And with the filters in BluGUI, it would simply be "*.*", i don't see how that would be hard, or complicated? (Sorry if i am offending you, or anyone else)

4) Yay! Engine demo is coming out soon!

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Freddy 007
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Joined: 30th Nov 2004
Location: Denmark
Posted: 9th May 2006 15:39 Edited at: 9th May 2006 15:40
If he made .efps the only extension option, people could easily see that it was made with EasyFPS, which I think is a good thing. That way, The Nerd is sure to be able to see whether a game was made in his engine or not. Just my opinion, of course.

Quote: "Yay! Engine demo is coming out soon!"


Where did you read that? The Nerd is releasing the Editor, you can't run your games with it. So I wouldn't say that he is releasing the engine...

@The Nerd

Looking really good. I know that doesn't help you a lot with your development, but I will make sure to comment(on this thread) when you make further progress.

Keep it up!


EDIT: Off topic, I know, but... 1500th post!

The Nerd
20
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Location: Denmark
Posted: 9th May 2006 18:55 Edited at: 9th May 2006 21:07
Thanks for the comments!

Quote: "I would like to apologize for posting twice about how you make your exes, when you said 3 times that easyFPS involves the runtime."


Hehe... No problem.

Quote: "2) I know why you should change it to whatever the user desires... If the user wants to sell, or give away (as freeware), .efps wouldnt be what i, or many people i know would choose. (no offense)
"


But... I already stated why:
Quote: "It would also require a great deal for the runtime/editor to figure out what extension the user are using. If he changes it all the time.
"


And besides... Freddy 007 got a good point too.

Quote: "Heres some source code to load, and save it! Hope it helps a little..."


To me that sounds like an offence... Hehe You don't think I know how to make save/load code? When my editor already got a save/load feature(And I've already stated that in earlier posts). + If I didn't know how to make save/load making a fps engine would not be the smartest. Also I've been using db for a little over 2 years now I guess. Btw... Just by looking at the code I can see that it wouldn't compile anyway

Sorry... Demo has been delayed(Surprise huh? ). I actually had made the demo... But in the testing of it I bumped into a bug that makes the editor crash quite easely if you use the scaling tool... So I got to fix it first.

3D Arcade-like game:
SpaceBattle-Shootout
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 9th May 2006 21:07
We can wait,For projects that look good,and might proof usefull we can wait.

Your signature has been erased by a mod because it's larger than 600x120...
The Nerd
20
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Joined: 5th Jun 2004
Location: Denmark
Posted: 9th May 2006 21:10
Quote: "We can wait,For projects that look good,and might proof usefull we can wait."


Hehe... Thanks for the patience I hope to get a lot of time to work on it tommorow. Maybe even enough time to get the demo out.

Cheers,

-The Nerd

3D Arcade-like game:
SpaceBattle-Shootout
Steve Fash
21
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Joined: 31st Dec 2002
Location: Doncaster, UK
Posted: 9th May 2006 21:16
Looking good the nerd....


For game/demo music for YOUR PC productions visit:-www.futuredevelopments.org.uk
The Nerd
20
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Joined: 5th Jun 2004
Location: Denmark
Posted: 9th May 2006 21:28
Quote: "Looking good the nerd...."


Thanks!

Cheers,

-The Nerd

3D Arcade-like game:
SpaceBattle-Shootout
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 9th May 2006 22:25
Quote: "Hehe... Thanks for the patience I hope to get a lot of time to work on it tommorow. Maybe even enough time to get the demo out.

Cheers,

-The Nerd
"


Your welcome.

Hope to see it done tommorow,if not,ill wait.

Your signature has been erased by a mod because it's larger than 600x120...
Animate Dream
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Joined: 16th Mar 2006
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Posted: 10th May 2006 07:21
Rotational physics isn't hard to do but you need to figure out where the center of gravity is for each object and know what its rotational inertia is. I remember everything I need from physics about elastic and inelastic collisions, static and dynamic friction, and ballistic motion. I should code something automatically calculates rotational inertia and center of gravity for a 3d object assuming uniform density and code a phyisics engine that knows how to use it. Nerd or anyone else let me know if you are interested and i'll do it for free.

Please check out the game and let me know what you think.
http://www.freewebs.com/animatedreamrpg/index.htm
Lukas W
21
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Joined: 5th Sep 2003
Location: Sweden
Posted: 10th May 2006 09:42
Animate Dream,
you could write a tutorial, then anyone interested (including me) could just download that tutorial

my forum - now partly finished
The Nerd
20
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Joined: 5th Jun 2004
Location: Denmark
Posted: 10th May 2006 14:11
Demo 1 Release

Hi folks,

Demo 1 of Easy FPS is now released! Please see first post for download link.

Regards,

-The Nerd

3D Arcade-like game:
SpaceBattle-Shootout
MartinS
18
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Joined: 15th Dec 2005
Location: Rochester, NY
Posted: 10th May 2006 15:12
Downloading it right now! I'll post some feedback after I've tested it.

MartinS
18
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Joined: 15th Dec 2005
Location: Rochester, NY
Posted: 10th May 2006 15:38
Unfortunately, I cant run it. "Display using 32 bit is not supported by availible hardware at line 65". Can you recompile it to use 16 bit?

Martin

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