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FPSC Classic Work In Progress / [LOCKED] Fall of the Fireflies 1 level demo.

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Meister Mojo
21
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Joined: 24th Nov 2003
Location: Germany
Posted: 28th Aug 2006 17:57
Amazing game, nice textures, good level design
go on with work!

Damn thats good
FredP
Retired Moderator
19
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Joined: 27th Feb 2006
Location: Indiana
Posted: 7th Sep 2006 08:58
I think this deserves a bump.

filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 3rd Nov 2006 06:41
Butterfingers, I finally got down to playing your demo.

First things first....it was an absolute beauty! Really, its hard to believe that was done on FPSC. The lighting effects, the AI, the gameplay...everything was better than anything I have seen on the forums.

As for your feedback:

1. The edge of some walls have a stretched texture. (for most parts, the walls just join end-end, so no prob. Its just the few that have the edge sticking out that shows the stretching)

2. Maybe its my PC thats bad, but there were a lot of places where the gameplay was a bit jumpy (lower framerates). I know, the levels are not cluttered at all, and you have taken care not to leave open spaces, so I cant even suggest how you could make it better


Suggestions : (I know this isnt half-life, but since you are already making such a wonderful effort on a good game, here goes

1. I know it must be a framerate issue, but try and keep a few dynamic objects in the game. Especially the wooden crates, they should break you know.

2. The sun beams you have through the windows (I got to learn that from you ); this usually occurs if either the room is foggy or if there's dust all around. Dust would be almost impossible in FPSC, so how about a fog? Then the sun beams would make sense.

3. Maybe its only a demo and you have tried to show as much as you could, but 5 different guns for 1 level is a bit of a overkill.


Butterfingers, is it okay with you if I email you about something I could learn from you? (especially regarding the sun beams and spiral stairs)

-filya

-- n00b at playing games...and now at making em too :p --
Inverted
18
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Joined: 19th Nov 2006
Location: Oregon
Posted: 25th Nov 2006 23:01
I have the answer to the first one

The reason they arnt breaking is because he made them into segments,
That way the enemies dont see you if your behind them and they cant shoot threw them like the entites.

-inverted

Opposites are different, not wrong
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 26th Nov 2006 00:10
They can't shoot through them or see through you if you just set it to STATIC too you know Trust me, I know how it works (I use FPSC maps in DBP sometimes and static things are part of the map)

Butter fingers
19
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Joined: 20th Mar 2006
Location: Mecca
Posted: 26th Nov 2006 00:36
Airslide your right, but try this. Turn a crate into a segment and place a crate entity right next to it. It might just be a bug or something, but behind the static crate, you'll still get shot.

As a matter of fact, the segment crates were just a theory I played with, and they were not used in the final game, I'm kinda pleased that someone remembered the post about that tho!


Quote: "1. I know it must be a framerate issue, but try and keep a few dynamic objects in the game. Especially the wooden crates, they should break you know."


Yeah, point taken. I'm not hugely into having dynamic stuff, it's a bit unpredictable in FPSC, but if you watch my new trailer, you'll see that I've developed some geo-mod type dynamic scenery, and blow-up-able stuff.

Quote: "2. The sun beams you have through the windows (I got to learn that from you ); this usually occurs if either the room is foggy or if there's dust all around. Dust would be almost impossible in FPSC, so how about a fog? Then the sun beams would make sense."


I agree totally, I even played around with having huds that blurred the screen when you looked at the light, but most of the time it looked crap. I'm just holding out to see if lee gets fog in the next update, that might actually sway me away from emptys mod...
oh, and I'm thinking of releasing a "Light Pack", that features loads of different decals for use in making light effects...whatever.
Quote: "3. Maybe its only a demo and you have tried to show as much as you could, but 5 different guns for 1 level is a bit of a overkill.
"

I know. But why not eh!? you're only getting one demo level before final relase, so I thought... why not!

Filya, thanks for the full review, I'm glad you liked it. It's come along way from the demo now, and I'm sure u'll love the final product too.

Peace out people.

and check the new trailer

Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 26th Nov 2006 00:44
Quote: "oh, and I'm thinking of releasing a "Light Pack", that features loads of different decals for use in making light effects"


That sounds great! I can easily see uses for that!

By the way, I sent you my Keypad script...

FredP
Retired Moderator
19
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Joined: 27th Feb 2006
Location: Indiana
Posted: 26th Nov 2006 01:10
You can never have too many guns.

AaronG
18
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 26th Nov 2006 02:04
yeah a light pack would be nice. I also can't wait for the actual game to come out. So, what weapons are you using? Model Pack 5, or your own? It also looked kind of weird with the zombie coming out of the water, because the zombie looks *cough*horrible*cough* but the scenery looks good. Idk im tired.


-aarong

filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 26th Nov 2006 02:09
Glad I could help you with some suggestions Butters. Its a pleasure to see a fellow user make something so good out of FPSC!

Quote: "oh, and I'm thinking of releasing a "Light Pack", that features loads of different decals for use in making light effects...whatever."


Waiting for it

-- game dev is fun...but taking up too much time --
Butter fingers
19
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Joined: 20th Mar 2006
Location: Mecca
Posted: 26th Nov 2006 02:50
Quote: "the zombie looks *cough*horrible*cough* "


It does? Can I see you model, rig , and texture something better aaron?

Actually, it's not a problem, because I cut that zombie out of the level... frame rates and grr.

Light pack is actually probably not doable, unless bengie lets me use his particle markers. I think it would be cool if he did, as this is something alot of people have asked me about giving away.

OK, GIVE ME YOUR OPINION PLEASE,

do I use my (less well textured, but more original) guns, or Jons flashier (yet generic) ones? I can't really decide! And DANG does that MP5 take a long time to reload if your FPS drop below 30.

NIK
19
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Joined: 4th Feb 2006
Location: Texas
Posted: 26th Nov 2006 03:38
Go with the originals, there much more......original. Really though I like them better.

-NIK

Puff Puff Pass
Errant AI
18
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Joined: 24th Aug 2006
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Posted: 26th Nov 2006 04:03 Edited at: 26th Nov 2006 04:08
Quote: "OK, GIVE ME YOUR OPINION PLEASE,"


Have you considered remapping some of Jons to give them some of your own flavor or going back and polishing up your originals a bit?

I liked your original weapons for a few reasons...

1. You had a good amount of gameplay built into many of them (like the sniper rifle that blocks most of your view when you run around with it equipped).

2. Look consistency. Because basically everything on-screen is your creation, it had a very consistent art style that flowed together nicely.

3. Flexibility. If you have a weapon you need thats not included in pack5, you could simply create it and it maintained the look. Now you're limited to pack5 without the transition looking awkward.

4. The abstract nature. NK is shrouded in mystery and very few photos of their small arms ever make it out of the country. They are also very isolated so it's a bit of an unknown as to what they have. Now, with more realistic looking weapons, questions arise as to if the weapons chosen are appropriate to the game and its storyline. IE: Does it make sense to have an M203 in a game that takes place in NK?

Just some thoughts from someone who feels that weapon selection and design in an FPS is as important as character selection in a 3rd person game.
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 26th Nov 2006 04:03
I greatly agree with Nik, the orignal weapons really added to your games originality - though I do think you should work a little on the arms.

gps
20
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Joined: 16th Dec 2004
Location: England
Posted: 26th Nov 2006 06:11
Here's another vote for using the original weapons. They add considerably to the whole FOTF mood.

BTW if you want to beef up the textures, you can find some excellent reference pics for wear-and-tear on firearms from this site.

http://www.collectorsfirearms.com/admin/new_arrivals.php

Cheers

- Graham

FredP
Retired Moderator
19
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Joined: 27th Feb 2006
Location: Indiana
Posted: 26th Nov 2006 10:11
And yet another vote for the original weapons.
They add your personal touch to the game.

filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 26th Nov 2006 20:53
yes yes ORIGINALS ofcourse!! You have put in a lot of hardwork in your game Butters. So now don't tell me you wouldnt love to use your own guns.

-- game dev is fun...but taking up too much time --
FredP
Retired Moderator
19
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Joined: 27th Feb 2006
Location: Indiana
Posted: 4th Jan 2007 16:20
Bumping this so the newcomers get to play this ulta cool demo.

JohannesM
19
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Joined: 22nd Nov 2005
Location: Espoo, Finland
Posted: 4th Jan 2007 16:27
i get this when attempting to download

Not Found
The requested URL /FOTF.htm was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
Apache/1.3.33 Server at www.peanutbutterfingers.co.uk Port 80

Butter fingers
19
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Joined: 20th Mar 2006
Location: Mecca
Posted: 4th Jan 2007 17:06
search FOTFdemo on Filefront.

Thanks for the continued support people.

I'm still working on this, it's just a very long and drawn out process, as I'm trying to give every level, the unique and polished look of the (now finishd) demo level.

Commander in Chief
19
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Joined: 15th Apr 2006
Location: Carbondale, PA, USA
Posted: 1st Mar 2007 02:33
I think that you deserve 1 more bump... also I am downloading right now but will get back to you!

---PARANOID PRODUCTIONS---

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