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FPSC Classic Product Chat / An alternative to ButterCutter....

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General powell11
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Posted: 23rd Dec 2007 14:51
wold you sohuld realese for free

Cash Curtis II
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Location: Corpus Christi Texas
Posted: 23rd Dec 2007 16:46 Edited at: 23rd Dec 2007 16:47
@Butter fingers -
Quote: "I'm using DB now, but that community doesn't seem to care if your game is made up of untextured cubes. FPSCer's seem to look at the game as a whole, and I think that makes us a valuable asset to the TGC community, and one I want to support"

That's racist Well, maybe not, but I do think it's a very unfair assessment. With DB we're creating games from the ground up. I used untextured boxes at first in Geisha House to get the interface right, just take a look at my Game Design Theory thread history. There is a method to the madness.

I fully agree that the FPSC users are a valuable asset to the TGC community, the amount of media available for use in DBP has exploded with the introduction of FPSC. You guys indeed are able to focus on the aesthetic aspects far quicker than DBPers are and it allows good artists that perhaps aren't such great programmers to make games.

We do care about untextured cubes, but it's all relative to the stage of development of the game. Nobody shot me down for using them at first, but by the same token nobody was very excited by it either.


Come see the WIP!
Inspire
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Location: Rochester, NY
Posted: 23rd Dec 2007 16:57
That's why you wait till you have code and media, a little bit of both to show off. At least that's what I do, anyway.

CoffeeGrunt
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Posted: 23rd Dec 2007 19:30
Quote: " You guys indeed are able to focus on the aesthetic aspects far quicker than DBPers are and it allows good artists that perhaps aren't such great programmers to make games."


But we occasionally tire of the restrictions placed in the programming sector here......

We thoroughly lack a decent physics edit system in FPI.

Wolf
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Location: Luxemburg
Posted: 23rd Dec 2007 20:46
Agreed! i do not often post (baad english) in the TGC board...But it seems like there are a few old oftenposters and a lot of nobodys. Not really good I guess!

Its my Freedom, Its my Duty, Its my War!
CoffeeGrunt
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Posted: 23rd Dec 2007 21:21
Quote: "there are a few old oftenposters and a lot of nobodys."


i guess i fit into the "nobodys" bit then.......

General powell11
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Posted: 23rd Dec 2007 22:53
well this christmas cutter isnt that great, its all christmas shapes

CoffeeGrunt
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Location: England
Posted: 24th Dec 2007 01:11
Quote: "well this christmas cutter isnt that great, its all christmas shapes "


i mentioned that in an earlier post......

It's just a gimmick most likely.

Pus In Boots
18
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Location: S.M.I.L.E. industries
Posted: 24th Dec 2007 13:10
Quote: "
It's just a gimmick most likely."


Or the guys raison d'etre?

The Pus in Boots fan club launches 30 December. Free shirts for all!
Doomster
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Location: Germany
CoffeeGrunt
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Location: England
Posted: 24th Dec 2007 15:56
thanks Doomster!

General powell11
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Posted: 24th Dec 2007 16:20
whats the link for? just a game demo to show it off?

CoffeeGrunt
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Location: England
Posted: 24th Dec 2007 16:56
Quote: "whats the link for? just a game demo to show it off?"


Might, haven't opened up the Rar file yet, doing it now.....

Seth Black
FPSC Reloaded TGC Backer
19
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Location: Pittsburgh, PA
Posted: 24th Dec 2007 22:19
...I'm guessing a video.


Own It, Or Get Owned...
Plystire
21
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Location: Staring into the digital ether
Posted: 25th Dec 2007 02:00
Wow, yeah, big misunderstanding going on here.

Don't know how this got up to page 3, I kinda stopped in the middle of page 2 and saw:
Quote: "I love this community, it's the one that got me into game design. And, unlike the darkbasic community, it's one where people are focussed on every area of games design, from texture work , to 3d , to gameplay. I'm using DB now, but that community doesn't seem to care if your game is made up of untextured cubes. FPSCer's seem to look at the game as a whole, and I think that makes us a valuable asset to the TGC community, and one I want to support"


You're a great guy, Butters. Really nice, but I took a little offense to that.

There seems to be another misunderstanding going on here, man. The DBP boards are about DBP, just like the FPSC boards are about FPSC. DB/P is a programming language... nothing more. People who frequent that board are (so to say) specialists in programming. People who care a lot about the gameplay aspects of a game. They care so much about it that they can look past the fact that a demo looks like crud so long as the game play is present. They understand that while some of them have decent artistic skills, other programmers do not. FPSC is a different story. You could say that this board is full of people who are interested in being a "Jack of All Trades", willing to go the extra mile to learn more than just level design or character creation. There's an old saying that goes with this: "Practitioner of all, Master of Nothing".

I don't frequent the FPSC boards anymore because of the lack of expertise being displayed here. If I were to ask in the FPSC community "Who knows how to efficiently utilise a node based path finding system?" I'm willing to wager that very few people are going to respond. "Can someone help me with my AI?" Just BEING in the FPSC boards causes everyone to think (in all caps) "SCRIPTING!!!!" But in a more experienced environment with game AI, they don't make that assumption.

DB forum dwellers may not care if a WIP is made up of primitive objects (Reference my WIP ) but guaranteed if a game goes up for showcase, they better be gone. It's acceptable to have untextured cubes in a game if you're not at the development point to be caring a lot about the appearance. IMHO, FPSC users are spoiled in this area. Most of them think that they can't even BEGIN to make a game without awesome looking models or utilities for an editor.


Sorry, I'm done ranting now. That just seemed to me like a very biased comment to make.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Keo C
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Posted: 25th Dec 2007 03:05
Makes sense Plystire. Although untextured cubes should be left in WIPs were they belong.


Plystire
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Posted: 25th Dec 2007 03:12
You show me a showcase game featuring untextured cubes and I'll show you an apology.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
cram
17
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Joined: 27th Jan 2007
Location: Belgium
Posted: 25th Dec 2007 04:00
Quote: "Cutter-Demo from RD:

http://www.prismatoid.de/fpscreator/modules/newbb/viewtopic.php?topic_id=1699&forum=3&post_id=21271#forumpost21271

And the File:
http://www.filefactory.com/file/085e57/

Merry christmas

-Doomster-"


If you click on cutter_DEMO.exe,you see a movie
And you can only stop it with
CTRL + ALT + delete and stop the process from the movie
274812 kB download for nothing.
And it is a movie that nothing to do with the program
Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 25th Dec 2007 04:06
Quote: "I don't frequent the FPSC boards anymore because of the lack of expertise being displayed here. If I were to ask in the FPSC community "Who knows how to efficiently utilise a node based path finding system?" I'm willing to wager that very few people are going to respond. "Can someone help me with my AI?" Just BEING in the FPSC boards causes everyone to think (in all caps) "SCRIPTING!!!!" But in a more experienced environment with game AI, they don't make that assumption.

DB forum dwellers may not care if a WIP is made up of primitive objects (Reference my WIP ) but guaranteed if a game goes up for showcase, they better be gone. It's acceptable to have untextured cubes in a game if you're not at the development point to be caring a lot about the appearance. IMHO, FPSC users are spoiled in this area. Most of them think that they can't even BEGIN to make a game without awesome looking models or utilities for an editor.
"


But alot of the DB folks look down on the FPSCers, and not all of them are noobs. I mean, I despise how many threads there are like "wuts the best ai script" and other things, but there are some folks around here who can school any DB guy in 3D modeling and texturing.

cram
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Plystire
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Posted: 25th Dec 2007 09:09
Inspire said:
Quote: "but there are some folks around here who can school any DB guy in 3D modeling and texturing."


Plystire said:
Quote: "DB/P is a programming language... nothing more. People who frequent that board are (so to say) specialists in programming. People who care a lot about the gameplay aspects of a game. They care so much about it that they can look past the fact that a demo looks like crud so long as the game play is present. They understand that while some of them have decent artistic skills, other programmers do not."


@Inspire:
When it comes to the "Jack of All Trades" field... some people concentrate more in some areas than others do. But, make no mistake, there are some very artistic DB programmers. I remember a guy from way way back (before FPSC was even conceived) whose username was "Kain"... That guy really was a "Jack of All Trades". He did all of his own modelling, all of the programming, as well as the music and sound for his games. All but one of his games made it to completion and all of them were sold. VERY FEW people in the FPSC boards would know the kind of time and talent it takes to do that!

Many people know me as the FPSC scripter in these boards. That's because I'm a programmer. I have that mind set. I don't like creating models or composing music, because quite frankly I suck at it and I know it. I stick to what I'm good at and what I enjoy doing.

It all comes down to expertise in an area. When you wander over to the DB programming boards, it'd be out of place to expect everything people show off to have decent media. Before FPSC came around, many DB programmers wanting to make a FPS would have gone to great lengths to get their hands on ROYALTY FREE media of the quality that comes stock with FPSC.

To make a GOOD game using FPSC (Without stock media, since many people don't seem to realise that the stock media is actually very good REGARDLESS of how often you have to look at it) you would need to utilise at LEAST the following skills:

- Level Design
- Modelling
- Texturing
- Music Composition
- Sound Composition
- Scripting (Super basic form of programming)

Some skills put to use for FPSC that is not necessarily required for a game:

- Shader Creation
- Engine Modification

How many of you can claim to be a "Master" of any of these? How many of you who complain about the stock media even CONSIDER making your own sounds, music, textures, segments, or entities?

I have to admit, though... there are those brave FPSC users out there who do go and make their own custom work, but how many here ACTUALLY have made a game that uses NOTHING stock?

Have any of you considered the fact that the ENGINE is stock?


I don't look down on FPSC users. It's a fun piece of software to play around with. I wouldn't try to make a commercial game with it, though....... not just yet.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Doomster
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Location: Germany
Posted: 25th Dec 2007 13:15 Edited at: 25th Dec 2007 13:16
That`s is a Demo-Game

With Cutter's from "Cutter- Next Level"

Release: 31.12.2007

KeithC
Senior Moderator
18
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Location: Michigan
Posted: 25th Dec 2007 15:16
I'm a master of putting things off.

I agree that most of us should concentrate on one thing; such as art, programming/scripting, music, etc. Most of us have neither the drive, nor the time to be a "jack of all trades". We rely on each other for areas that we lack.

-Keith

Seth Black
FPSC Reloaded TGC Backer
19
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Location: Pittsburgh, PA
Posted: 25th Dec 2007 19:33
Quote: "...We rely on each other for areas that we lack."


...that's a belief that I've always held.


Own It, Or Get Owned...
Cash Curtis II
19
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Location: Corpus Christi Texas
Posted: 26th Dec 2007 20:49
Quote: "You show me a showcase game featuring untextured cubes and I'll show you an apology."

As I said on the last page the first screenshots of Geisha House used untextured cubes. Nobody thought the cubes looked good, and nobody expected the final game to have them either. They are a good choice for placeholder objects when doing tests.


Come see the WIP!
Plystire
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Location: Staring into the digital ether
Posted: 27th Dec 2007 03:14
Quote: "They are a good choice for placeholder objects when doing tests."


Couldn't have said it better myself.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
ASTECH
17
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Posted: 27th Dec 2007 16:00
Quote: "I look forward to the total Cutter After Realease Butter Fingers will not earn much more. Now we have a reason to be happy New Year"


Wow... that's harsh... and you would think they would at least keep that private... the nerve of some idiots.


Second Chairman of COZ's Productions.
Inspire
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Location: Rochester, NY
Posted: 27th Dec 2007 17:22
Quote: "How many of you can claim to be a "Master" of any of these?"


There are alot of people around here who can say that, but many of these people have moved on...

Clear Water
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Posted: 27th Dec 2007 20:49
Butter Cutter is cool. Theyr like, pay us and u can cut holes and stuff out of your game. HeHe

Intel Core 2 Duo T7250/2.0GHz 800MHz 2M L2 Cache/2GB DDR2
667MHz 2 Dimm/256MB NVIDIA GeForce 8600M GT & 250 Gig Hd
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 28th Dec 2007 15:52
Quote: "wuts the best ai script"


Yeh, I wish there was a "slap-noob" function built into Windows, to stop people who are criminally annoying.

*someones gonna reply and say i should slap myself because i'm a noob, aren't they?*

Corky
User Banned
Posted: 28th Dec 2007 16:56
Coffee Grunt, your a noob

Just kidding

CoffeeGrunt
17
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Location: England
Posted: 28th Dec 2007 19:46
Hey Guys, found yet another Cutter on Prismatoid by a guy called Helix. Download link is attached for any who are interested.

http://www.prismatoid.de/fpscreator/modules/newbb/viewtopic.php?topic_id=1697&forum=3

Gunn3r
18
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 28th Dec 2007 19:50
Helix's cutter is not the same as BC. BC, you have to shoot out the pieces in order to have the holes. Helix's version is just the holes. At least, that's what happened to me when I used them.

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
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Location: England
Posted: 28th Dec 2007 19:51
Quote: "BC, you have to shoot out the pieces in order to have the holes."


Yeh, but what are you hoping for when it's free??

Gunn3r
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Location: Portland, OR
Posted: 28th Dec 2007 20:20
True. Looking at the rest of Helix's stuff, he seems to know what he's doing with FPSC. With his Bloom mod and such, I have no reason to complain about what he's giving away for free.

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
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Location: England
Posted: 28th Dec 2007 20:55
If you really want shooty out holes, try placing planks in there.Also they'll fall out one at a time, rather than all at once like BC.That's the only fault i can find with BC.

Hardcore
User Banned
Posted: 29th Dec 2007 09:59
I bought butter cutters and it is awesome! But here is a challenge, lets put up a tutorial on how to make your own....
Seth Black
FPSC Reloaded TGC Backer
19
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Location: Pittsburgh, PA
Posted: 29th Dec 2007 12:15
...let's not, and just say we did.


Own It, Or Get Owned...
Inspire
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Location: Rochester, NY
Posted: 29th Dec 2007 13:21
It's easy to do Hardcore, try downloading the segment editor.

cram
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Location: Belgium
Posted: 31st Dec 2007 01:35 Edited at: 31st Dec 2007 01:36
Doomster
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CoffeeGrunt
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Posted: 1st Jan 2008 01:22
Thanks for the heads up guys, was gonna post about that right about now anyways.

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