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 / FPSC tips n' tricks

Author
Message
bdgbdg
18
Years of Service
User Offline
Joined: 30th Jul 2006
Location:
Posted: 8th Sep 2006 15:00 Edited at: 31st Oct 2006 15:42
I created this topic for all the newcomers to get tips or tricks about the phisics, level making, what the game needs to be good.

I'll start myself:

- Don't make big open areas, they seem to decrease a lot the speed, fpsc cannot handle with it. But if you really want to do it, you can use invisible segments;
- Don't have too many dynamic objects in one room, it's decrease the speed;
- Use doors (especialy automatic doors);
- Have a good variety of objectives;
- READ THE MANUAL. All of it;
- Use custom objects;
- Use lights;
- Test everything, go to all corners, try finding bugs;
- Don't give up when you find a problem - try solving it;
- Have a large variety of enemies;
- Get some model packs, they are worth it;
- Make lots of levels and make each one different from each other.
- Use physics well: But breakable things, things that fall and/or you can push;
- Be careful when using the fire effects, it must be a non acessible area, because if you look from the upside, you'll see it's just a line;

Sugestions by Accel Leon:

- Draw your maps on paper first,define simple marks as lights, range, entity's.
- Make your story before starting anything.
- Cant find an answer?dont moan for it...just ask nicely with a normal topic title.
- Dont try to be a smart guy,take advices from people.Advices are your friends and help.
- People dont like your game?add some lightning,maybe the story CLEARLY in the game?
- Stock Media is OK,but level design must be OK to let Stock media look OK!
- Dont announce ANY game until you REALY think its worth posting it;
- Learn FPI Scripting,its VERY usefull to be a FPSC master
- Post screeny's in .jpg format when made a model,game or WHATEVER.
- Listen to the MOD's,most of them had the EA version.so they know it very well.

Sugestions by BULLSHOCK 2:

- Use the search option before posting. chances are your question has been posted before.

Sugestions by DJ Professor K:

- All player unseen segments parts should be deleted, this will speed up everything, ex: if the player isn't suppose to see the back of a building, you can delete it.
(use noclip on some random games to see how professionals made them: exemple games: hl2, ut2k4, css, cs1.6 hitman, max payne1/2, etc.)
- Really important thing: if you really want to move with creating games, just have this in mind, the game isn't for you to have fun, but to others, since it's you making the game, you'll know everything, you'll know the story, you'll know how the levels look like, you'll know where each enemy is going to be and how they act. Knowing all this will make it.
BUT when building a game, build it how YOU like it, and not others, forget others opinions until you've built your very own game (thres always someone who thinks 100% the same as you think), after that you see if it's ok to accept others opinions or not.
- Don't loose hope, if someone says tha you level sucks, it doesn't matter what 1 guy says, show it to more people, and eventually you'll see that they like it.
- After releasing a demo or beta, learn to accept both positive and negative comments, this will help you in many ways.
- Need help with textures or models (new ones), feel free to ask help here.
--- How to build a level:
1. Start by puting the walls up,
2. Now move to the ground, leave the ceiling for now,
3. Test it, see if you really like the basic layout,
4. Now add the ceiling
5. Furniture it.
6. Test it out again.
7. Add the lighting now.
8. Test it again, this is really important, lighting is really important on any type of game.
9. Add the weapons/items
10. Add the npc (enemies/allies).
11. Test it one last time.
12. Tweak anything that might look better.
- The more work from you, the more unic your ggame will be, it's ok to use others people work (with their proper permission) but the game looks much better if it has more work from you;
- Don't release betas after betas, the less the better, and the mroe work added in each beta, the more the players will like your game;
- FPSC isn't ment for you to make next HL or Quake or even next Halo, just a plain "simple" nowadays game.


Sugestions by xplosys:

- You can find a lot of information about detailed game planning by searching google, but there are a few basics you should have at a minimum. A basic plan should include the story line, maps of each level and an explanations of game progression, with diagrams of characters, objects, puzzles, etc. A game plan is basically a walk through or book of the game.
- Some people set out to build a game limited by what is available to them: the basic included themes and whatever else is available at the forum and elsewhere. Others set out to build a game they can imagine and then work to find or create the content they need to fill it. The second option is harder and takes longer, but makes for a great original game.

Sugestions by brummel:

- Get Photoshop, Paintshop Pro or Gimp and learn how to texture. Some custom textures on the walls can make all the difference in the world.
- Try to learn how to script. It very easy and is required to make an fpsc game that isnt just run n gun, or atleast a extraordinary run n gun game.
- Try to variate the tempo of your game.
- Make the environments feel non-linear eventhough they maybe are.
- Variate the situations the player are in. Using some puzzlesituations between the shooting keeps the player from not being wearied.
- Get Fruityloops or antother musicprogram to make some background music, ambience and sounds for your game.

Sugestions by Disturbing 13:

- To avoid framerate problems with large levels , try not to put too much on the same level building area. Use staircases and elevators to extend upwards and downwards to build on those levels.
- Print your manual out. It's not that many pages, especially if you print front and back. I find it's always easier to read and comprehend something when its right in fronmt of me in black and white;

Sugestions by Natflash Games:

- Stick to one project, no one likes to see 100 different threads about all your different projects, also you'll be able to concentrate more on the one project you have to make that the best you possibly can, as opposed to doing a little on each at a time and losing concentration.

Sugestions by The Dude:

- Just to modify a suggestion by accell. What I have done is created a 'grid' on photoshop ( 40x40 squares ) and I use markers to define what kind of walls I use in a level, filled with x's and o's to define where certain entities and lights are, numbers where waypoints for enemies are, and letters where winzones, story zones, start zones, etc. are.
The grid also kind of looks like a 'battlefship' map ( the board game where you try and sink the others ship by saying something like 'a1' or 'b12' or something along those lines ) so I have some kind of coordinate system to help me.

Sugestions by The Silent Killer:

- Better A.I. without new scripts:

Sniper:
Main = Snipe.fpi
Shoot = Snipe.fpi

Gunner:
Main = Snipe.fpi
Shoot = Shoot.fpi or Shootclose.fpi

Suggestions by Merranvo:

- Personally, I have found that rebuilding an entire level from scratch can seriously improve frame rates, it is my theory that FPSC sometimes compiles areas that are deleted (as notable by the 0 fps bug) or places the same segment multiple times in the same location.
- I also recommend NOT using room segments, simply building a corridor for your room has a slight change in FPS, but it also allows mass customization that a room segment does not offer. Yes, it is harder, but the endrun might help.
- Additionally, do not be AFRAID of physics objects. Physics may slow down your game slightly, but it is OFF most of the time, an object only interacts with they physics system if a force is appyled (or it is spawned, or the game starts)
- Also, do not be afraid of wide open rooms, yes, I am counterdicting what you are saying because I have noted that large open rooms CAN render propperly without a large slowdown, what causes the slowdown is polyleaks.
- Double Side Tiles, A very interesting fact I noticed, double sided tiles are less likely to produce a poly leak then single sided ones, further more, single sided tiles might become 'invisible' on the opposing side.
- Use few weapons, one thing I hate is when I play a game and pick up dozens of weapons, you really only use 4 different weapons... Pistol, Heavy Gun (SMG, Shotgun, RL), Sniper Rifle, Grendades. No reason to have guns that replace others.
- Do not be afraid of Dynamic Objects.
- Emphasis on non-linar maps... FORCE the player to retrace his steps, to move all OVER the map before proceeding to the next level, even making the next level be the same map as the first one works wonders.
- Constantly remind the player of his objectives, simply throwing a guy into a shoot-em-up does little to make a game, making the story unravel around him through head set communications, over heard conversations or notes left on the floor does wonders to emerse the player in the game. DO NOT have a guy nag the player to complete his objectives.
- DO NOT force the player to stack boxes WITHOUT changing the friction level on the boxes. By standards it is WAY too low, turn it up or else you will have a very frustrated player.
- Change the health pack scripts to heal small amounts instead of the full 500 heal they currently do.
- NEVER hold a random boss fight. Nothing is worse then when a game has a boss fight thrown in without reason (IE. Your on the way to kill the 'big guy' when he sends his aprentice to kill you...). It may seem cool first few times, but pretty soon the player will recognise it as filler.
In a game I have been playing there has been 3 boss fights over 2 hours, and that does not include the objective based fights (basically throw x number of people into y object).
- Have a large amount of acrobatics in the game, simply put, walking is boring... it is much more fun to climb walls or run accross unstable platforms to get to the other side. The thing is a person can easily beat a shooting game, and once a puzzle is discovered it isn't the same anymore... But accrobatics are something that takes time and can be fun a few times over.
- Do not, under any cercumstances, force the player to walk a great distance over a locked door. I mean take a look at halflife, you have this guy with all these explosives, but he can't blow apart a single door...
- Darkness is bad. What is scarier... a zombie covered in blood eyes rolling, foam gushing from its mouth... its skin yellow, wrinkled, and falling off, its clothes tattered and torn or a dark room?
- Light is bad. What is scarier, a bloody knife in the middle of a well lit foyar or a knife clearly seen, blood still dripping from its tip, but you can not see (clearly) where the source is... or if the wielder is still around.

Suggestions by wickedly kick it:
- If you just bought the software, don't jump into making an official game, you should play around an learn how it works!
- Skim through the manual
- Don't leave open rooms empty, add some boxes and furniture or better yet people!
- Don't Subsitude quality for quanity
- Don't be afraid to ask questions!






I'll compile all the sugestions on one post.

Project FPS - 71%
Silvester
19
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 8th Sep 2006 15:04
-Draw your maps on paper first,define simple marks as lights,range,entity's.
-Make your story before starting anything.
-Cant find an answer?dont moan for it...just ask nicely with a normal topic title.

All i can think of now...

BULLSHOCK 2
Retired Moderator
19
Years of Service
User Offline
Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 8th Sep 2006 15:12
- use the search option before posting. chances are your question has been posted before.




http://www.seqoiagames.com/seqoiacorp/
DJ Professor K
19
Years of Service
User Offline
Joined: 19th Dec 2005
Location: Somwhr in front of a brokn kyboard.....
Posted: 8th Sep 2006 15:42
-All player unseen segments parts should be delete, this will speed up everything, ex:
-- if the player isn't suppose to see the back of a building, you can delete it.
(use noclip on some random games to see how professionals made them: exemple games: hl2, ut2k4, css, cs1.6 hitman, max payne1/2, etc.)

-Really important thing: if you really want to move with creating games, just have this in mind, the game isn't for you to have fun, but to others, since it's you making the game, you'll know everything, you'll know the story, you'll know how the levels look like, you'll know where each enemy is going to be and how they act. Knowing all this will make it.
BUT when building a game, build it how YOU like it, and not others, forget others opinions until you've built your very own game (thres always someone who thinks 100% the same as you think), after that you see if it's ok to accept others opinions or not.

My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC.
xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 8th Sep 2006 16:15
Quote: "Draw your maps on paper first"


Yes, definitely. If you are just fooling around or practicing, then go straight for the editor by all means, but when you are ready to make your game, you should have drawings and more.

You can find a lot of information about detailed game planning by searching google, but there are a few basics you should have at a minimum. A basic plan should include the story line, maps of each level and an explanations of game progression, with diagrams of characters, objects, puzzles, etc. A game plan is basically a walk through or book of the game.

Some people set out to build a game limited by what is available to them: the basic included themes and whatever else is available at the forum and elsewhere. Others set out to build a game they can imagine and then work to find or create the content they need to fill it. The second option is harder and takes longer, but makes for a great original game.

As for what to make, just make what you enjoy and others will enjoy it as well. It doesn't hurt to look at what others are doing and learn from them.

Happy game making.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

brummel
19
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 8th Sep 2006 18:31 Edited at: 8th Sep 2006 18:33
- Get Photoshop, Paintshop Pro or Gimp and learn how to texture. Some custom textures on the walls can make all the difference in the world.

- Try to learn how to script. It very easy and is required to make an fpsc game that isnt just run n gun, or atleast a extraordinary run n gun game.

- Try to variate the tempo of your game.

- Make the environments feel non-linear eventhough they maybe are.

- Variate the situations the player are in. Using some puzzlesituations between the shooting keeps the player from not being wearied.

- Get Fruityloops or antother musicprogram to make some background music, ambience and sounds for your game.

Gamerelease top 10 at www.freewebs.com/krillej/blog.htm

Check it out now!
Disturbing 13
20
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 8th Sep 2006 19:44
-to avoid framerate problems with large levels , try not to put too much on the same level building area. Use staircases and elevators to extend upwards and downwards to build on those levels.

bdgbdg
18
Years of Service
User Offline
Joined: 30th Jul 2006
Location:
Posted: 9th Sep 2006 00:40
Anyone has more sugestions?

Project FPS - started development.
Natflash Games
19
Years of Service
User Offline
Joined: 7th Feb 2006
Location:
Posted: 9th Sep 2006 01:05 Edited at: 9th Sep 2006 01:07
Quote: "READ THE MANUAL. All of it"

HA! I seriously doubt anyone (including you and myself) has read the whole thing, but yeah some nice points there especially "Don't give up when you find a problem - try solving it"

Maybe you could add,
Stick to one project, no one likes to see 100 different threads about all your different projects, also you'll be able to concentrate more on the one project you have to make that the best you possibly can, as opposed to doing a little on each at a time and losing concentration.


Check out my site for the latest on my games.
Disturbing 13
20
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 9th Sep 2006 01:35
- print your manual out. It's not that many pages, especially if you print front and back. I find it's always easier to read and comprehend something when its right in fronmt of me in black and white.

DJ Professor K
19
Years of Service
User Offline
Joined: 19th Dec 2005
Location: Somwhr in front of a brokn kyboard.....
Posted: 9th Sep 2006 02:01 Edited at: 9th Sep 2006 02:02
The manual is 14 pages wich more then half of them are images, i really don't know why people don't read it, normally it sckool they have 7 to 20 times bigger textes to read.


Anyway more suggestions:

Quote: "-Don't loose hope, if someone says tha you level sucks, it doesn't matter what 1 guy says, show it to more people, and eventually you'll see that they like it.
-After releasing a demo or beta, learn to accept both positive and negative comments, this will help you in many ways.
-Need help with textures or models (new ones), feel free to ask help here.

--- How to build a level:
1. Start by puting the walls up,
2. Now move to the ground, leave the ceiling for now,
3. Test it, see if you really like the basic layout,
4. Now add the ceiling
5. Furniture it.
6. Test it out again.
7. Add the lighting now.
8. Test it again, this is really important, lighting is really important on any type of game.
9. Add the weapons/items
10. Add the npc (enemies/allies).
11. Test it one last time.
12. Tweak anything that might look better.

Note: this isn't mandatory, but by following this moves, you can make really fast changes, trust me, you can change everything so fast, that you'll loose less time, and you have less headaches."


My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC.
TheDude
20
Years of Service
User Offline
Joined: 8th Feb 2005
Location: Chicago, Illinois
Posted: 9th Sep 2006 22:59 Edited at: 9th Sep 2006 23:02
Quote: "Draw your maps on paper first,define simple marks as lights,range,entity's."


Pardon, but,

Just to modify a suggestion by accell. What I have done is created a 'grid' on photoshop ( 40x40 squares ) and I use markers to define what kind of walls I use in a level, filled with x's and o's to define where certain entities and lights are, numbers where waypoints for enemies are, and letters where winzones, story zones, start zones, etc. are.

The grid also kind of looks like a 'battlefship' map ( the board game where you try and sink the others ship by saying something like 'a1' or 'b12' or something along those lines ) so I have some kind of coordinate system to help me.

Just my 2 cents.

Straight outta compton
brummel
19
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 10th Sep 2006 13:10
I think this should be stickied.

Gamerelease top 10 at www.freewebs.com/krillej/blog.htm

Check it out now!
The Silent Ayehika
19
Years of Service
User Offline
Joined: 15th Apr 2006
Location: My Home
Posted: 10th Sep 2006 16:00
i got a huuge trick.Nobody will probobly believe me but its true.
if you want a sniper or a enemy with a gun who dosent do stupid you can do the following:

Sniper:
Main = Snipe.fpi
Shoot = Snipe.fpi

Gunner:
Main = Snipe.fpi
Shoot = Shoot.fpi or Shootclose.fpi

Listen up.Im EBIL.
Mess with me and PREPARE TO GO TO EBIL HELL!
brummel
19
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 11th Sep 2006 16:51
Great deal MODs.

Gamerelease top 10 at www.freewebs.com/krillej/blog.htm

Check it out now!
Silvester
19
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 11th Sep 2006 18:05
-Dont try to be a smart guy,take advices from people.Advices are your friends and help.
-People dont like your game?add some lightning,maybe the story CLEARLY in the game?
-Stock Media is OK,but level design must be OK to let Stock media look OK!
-Dont announce ANY game until you REALY think its worth posting it
-Learn FPI Scripting,its VERY usefull to be a FPSC master
-Post screeny's in .jpg format when made a model,game or WHATEVER.
-Listen to the MOD's,most of them had the EA version.so they know it very well.

DJ Professor K
19
Years of Service
User Offline
Joined: 19th Dec 2005
Location: Somwhr in front of a brokn kyboard.....
Posted: 15th Sep 2006 16:00 Edited at: 15th Sep 2006 16:01
^^ hello?

Quote: "I created this topic for all the newcomers to get tips or tricks about the phisics, level making, what the game needs to be good."


Please, keep this topic clean.

Anyway, more tips:

Quote: " - The more work from you, the more unic your ggame will be, it's ok to use others people work (with their proper permission) but the game looks much better if it has more work from you;
- Don't release betas after betas, the less the better, and the mroe work added in each beta, the more the players will like your game;
- FPSC isn't ment for you to make next HL or Quake or evan next Halo, just a plain "simple" nowadays game."


Hope this helps a bit more

My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC.
Les Horribres
19
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 17th Sep 2006 07:24
Natflash... you insult me, I read the manual from cover to back (even the credits [doesn't anyone remember my joke of ChrisB being Chris Bamber?]) Now do I remember it all? No, but that is besides the point.


Personally, I have found that rebuilding an entire level from scratch can seriously improve frame rates, it is my theory that FPSC sometimes compiles areas that are deleted (as notable by the 0 fps bug) or places the same segment multiple times in the same location.

I also recommend NOT using room segments, simply building a corridor for your room has a slight change in FPS, but it also allows mass customization that a room segment does not offer. Yes, it is harder, but the endrun might help.

Additionally, do not be AFRAID of physics objects. Physics may slow down your game slightly, but it is OFF most of the time, an object only interacts with they physics system if a force is appyled (or it is spawned, or the game starts)

Also, do not be afraid of wide open rooms, yes, I am counterdicting what you are saying because I have noted that large open rooms CAN render propperly without a large slowdown, what causes the slowdown is polyleaks.

Double Side Tiles, A very interesting fact I noticed, double sided tiles are less likely to produce a poly leak then single sided ones, further more, single sided tiles might become 'invisible' on the opposing side.

Use few weapons, one thing I hate is when I play a game and pick up dozens of weapons, you really only use 4 different weapons... Pistol, Heavy Gun (SMG, Shotgun, RL), Sniper Rifle, Grendades. No reason to have guns that replace others.

Do not be afraid of Dynamic Objects.

Emphasis on non-linar maps... FORCE the player to retrace his steps, to move all OVER the map before proceeding to the next level, even making the next level be the same map as the first one works wonders.

Constantly remind the player of his objectives, simply throwing a guy into a shoot-em-up does little to make a game, making the story unravel around him through head set communications, over heard conversations or notes left on the floor does wonders to emerse the player in the game. DO NOT have a guy nag the player to complete his objectives.

DO NOT force the player to stack boxes WITHOUT changing the friction level on the boxes. By standards it is WAY too low, turn it up or else you will have a very frustrated player.

Change the health pack scripts to heal small amounts instead of the full 500 heal they currently do.

NEVER hold a random boss fight. Nothing is worse then when a game has a boss fight thrown in without reason (IE. Your on the way to kill the 'big guy' when he sends his aprentice to kill you...). It may seem cool first few times, but pretty soon the player will recognise it as filler.
In a game I have been playing there has been 3 boss fights over 2 hours, and that does not include the objective based fights (basically throw x number of people into y object).

Have a large amount of acrobatics in the game, simply put, walking is boring... it is much more fun to climb walls or run accross unstable platforms to get to the other side. The thing is a person can easily beat a shooting game, and once a puzzle is discovered it isn't the same anymore... But accrobatics are something that takes time and can be fun a few times over.

Do not, under any cercumstances, force the player to walk a great distance over a locked door. I mean take a look at halflife, you have this guy with all these explosives, but he can't blow apart a single door...

Darkness is bad. What is scarier... a zombie covered in blood eyes rolling, foam gushing from its mouth... its skin yellow, wrinkled, and falling off, its clothes tattered and torn or a dark room?

Light is bad. What is scarier, a bloody knife in the middle of a well lit foyar or a knife clearly seen, blood still dripping from its tip, but you can not see (clearly) where the source is... or if the wielder is still around.

Your Mod was deleted by the Government.
FredP
Retired Moderator
19
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 19th Sep 2006 16:00
I have read the whole manual.Every last word of it.
But I,and probably anyone else who has read the manual,can't possibly remember everything in the manual.
Waiting for a member with a photographic memory to contradict me...
Anyways,I still go back and look at the manual from time to time if I have a question about something.

brummel
19
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 19th Sep 2006 16:55
Yeah, it doesnt really help reading the whole manual in one row. Just open it up and search on the chapters based on the problem/question you have.

Mega FPSCpack coming soon!

Textures for MagicFPS and music.
Korma
18
Years of Service
User Offline
Joined: 24th Oct 2006
Location:
Posted: 26th Oct 2006 10:35
Wouldnt it just be easyer to make as you go along... instead of planning?

I find it easyer to make things as i go along and i suddenly get a brain wave... and adapt what i have done.

Also people have mentioned storys. Are these like the little cut scenes, like you get in GTA. If so how do we make these?
psyco joe
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location:
Posted: 29th Oct 2006 02:29
Quote: "Yeah, it doesnt really help reading the whole manual in one row. Just open it up and search on the chapters based on the problem/question you have"

he is right, thats why theres a table of contents. im a noob at fps creator and i found that out quick. this is what i did, i opened up the FPSC and then minimized it and opened up the manual in another window. do u know know what i mean? then when i had a problem i minimized fpsc then opened the manual and checked the table of contents to see were it will fall under. although, the manual does not tell u absolutly everything so thats were this forum comes in handy.
wickedly kick it
18
Years of Service
User Offline
Joined: 13th Jul 2006
Location: Fort-worth Texas
Posted: 29th Oct 2006 21:14
-If you just bought the software, don't jump into making an official game, you should play around an learn how it works!
-Skim through the manual
-Don't leave open rooms empty, add some boxes and furniture or better yet people!
-Don't Subsitude quality for quanity
-Don't be afraid to ask questions!

102
psyco joe
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location:
Posted: 29th Oct 2006 22:58
it first i was just messing around, but im in a computer tech class and we have to do projects, mine is making a game , meaning i dont have time to fool around with the stuff. i have rooms with alot of details in them, for ex: i have a dining room complete with bottles, dishes, chairs, table, and soilders who whant to kill you. as for skiming through the manual i found tuorials for fps creator that quickly take you through the basics. the only problam is that i get an error every time i try to test it, its something about "there is already something on line 4564" or something like that. also, do any of u know how to delete the prefabs without having to do each little piece of it at a time.
Silent Thunder
19
Years of Service
User Offline
Joined: 6th Feb 2006
Location: The Ship
Posted: 31st Oct 2006 01:53
Quote: "I have read the whole manual.Every last word of it."


lol, i think that i read one page of the manual.
I've opened up the file 3 times.

I'm not even close to finishing it, lol.

but everything in the manual i pretty much already know so i don't really need to read it.

rabid rabbit
19
Years of Service
User Offline
Joined: 28th Aug 2005
Location:
Posted: 14th Nov 2006 04:27
Good Programs to use:
Free

Blender,http://www.blender.org,Modelling and 3D convert

Ani8or,http://www.anim8or.com,Modelling

LithUnwrap, no longer available from website, but a lot of people have it that you can get it from. For UV mapping

Windows Movie Maker, for cutscene editing

AVIscreen,http://www.bobyte.com, for screen capturing

IrfanView,http://www.irfanview.com, for image format conversion. It opens and saves like EVERY format in existence.

Paint.NET,http://www.getpaint.net,For image editing. Saves as PNG, and provides easy editing of transparency levels. Make invisible or partially invisible objects basicly.

Cost
FPS Creator, Game making. $45


3D Canvas Pro,http://www.amabilis.com, 3D modelling and animating. $70

FPS Pac, http://www.rastaworld.com, compress your FPSC games and add a settings menu. $15

Watch out, this bunny bites...
Mortos Der Soulstealer
18
Years of Service
User Offline
Joined: 5th Dec 2006
Location:
Posted: 5th Dec 2006 22:33
I have one.

-Zombie games are unoriginal, period. Too much of them, please don't add any more.
FredP
Retired Moderator
19
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 6th Dec 2006 01:51
Quote: "-Zombie games are unoriginal, period. Too much of them, please don't add any more."


That is your opinion.
It's not whether a game has zombies or not that decides if it's good.

Mortos Der Soulstealer
18
Years of Service
User Offline
Joined: 5th Dec 2006
Location:
Posted: 7th Dec 2006 01:47
Quote: "It's not whether a game has zombies or not that decides if it's good."


The Showcase boards are flooding with them. They are all good, yes, but too much of the same thing. It's really annoying to see a thread like "Dead City" or "Zombie Invasion" or "Dead blah blah zombies blah". Truly, there are enough zombie games. If someone wants to make one, they should think of a more original concept than zombies.

And yes, there are very great zombie games, but the other ones nowadays are abandoned in a day.
bdgbdg
18
Years of Service
User Offline
Joined: 30th Jul 2006
Location:
Posted: 7th Dec 2006 15:34
If you don't like them, don't play those games...

There r people who like them (or those games wouldn't be made).

Project FPS - 71%

Login to post a reply

Server time is: 2025-06-08 13:00:35
Your offset time is: 2025-06-08 13:00:35