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FPSC Classic Product Chat / Ninjas with FPSC?

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Monkey Mja
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Posted: 16th Jun 2010 06:26
Hey guys, whats up?

I've been wondering, would FPSC be good for a ninja game? Jumping from buildings, crawling through vents, sneaking by NPC's, using stratergy, etc?

I already know FPSC can be great for shooters and you can even use swords to dice and slice people to bits and spitz, but would it be good for 'other' types of FPS's?

- Monkey
Cheese Cake
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Posted: 16th Jun 2010 10:43
I think it would, i once wanted to make a sort of "free-running" game.
You know something like mirror's edge but not as complicated as mirror's edge.
(since it is still FPSC)

But i think FPSC is capable of doing something like that. The only thing is.
You'll need matching assets to make a good looking environment.
And also forget the animations mirror's edge has.
Cause that would probably be impossible in FPSC.
And of course very hard to make if it was possible.

"Fromage Cake"
Monkey Mja
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Posted: 16th Jun 2010 19:46
MIRRORS EDGE. That was exactly what I had in mind, yet I thought the climbing and stuff would be too complicated. Thats why I just switched it from a Mirrors Edge idea to a Ninja gameish idea.

However, could FPSC have:

- Sneaking by enemies
- A non-laggy jumping from building to building system.
- Longer jumps
- What about the other aspects of Mirrors Edge? Such as wall jumping?

As otherwise I would have to revert to my "Halo"ish idea, and lets face it, Mirrors Edge is a much better game.

- Monkey
Metal Devil123
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Posted: 16th Jun 2010 19:51
well, clibing can be don by a small narrow invicible wall. But the idea sounds cool.

SH4773R
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Posted: 17th Jun 2010 02:51
sounds good but u would have to make coustom scrips to control every thing.

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
Shadowtroid
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Posted: 17th Jun 2010 03:07 Edited at: 17th Jun 2010 03:10
Stealth is nearly impossible in FPSC. First off you need to create a whole bunch of new animations o accommodate proper stealth. Plus the engine overall cannot truly have stealth, it just notices you if you get within a certain distance pretty much.

The new DAI in the migration can probably help though.

PW Productions
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Posted: 17th Jun 2010 06:11
Actually, I got stealth working very well. It required only a small amount of scripting. I had it so that the enemy relied on its view cone angle as well as a very small distance between it and the player (so if the player 'bumps' into him, he will know). It worked great! But sadly, enemy AI cannot recognise sounds. The sound condition within the scripting language is essentially of no use as well.

Monkey Mja
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Posted: 17th Jun 2010 06:22 Edited at: 17th Jun 2010 06:23
PWP, Can I have the script please? It makes me one step closer to my ninja game. Also, how well will jumping from Walmart to Mcdonalds work out?

- Monkey
SikaSina Games
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Location: Reading, UK
Posted: 17th Jun 2010 12:43
Quote: "The sound condition within the scripting language is essentially of no use as well."


The NOISEHEARD condition? I had that working quite well when I fired a weapon, and it responded. You need to set some rather tricky conditions with it if you want a stealthy approach .

-SSG

--=. ,=--
Monkey Mja
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Posted: 17th Jun 2010 16:50
Ok, can I have the stealth script please?


And how well is jumping building to building in FPSC?

- Monkey
KeithC
Senior Moderator
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Posted: 17th Jun 2010 18:37
You're not going for a Ninja's Vs. Pirates game.....are you?

-Keith

Monkey Mja
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Posted: 18th Jun 2010 05:22
If you insist that I do so...

But pirates ride ships which go on water. Have to wait for 1.17 before starting it. But seriously, can somebody answer my post above?

- Monkey
Monkey Mja
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Posted: 20th Jun 2010 21:21
Bump?

- Monkey
Bugsy
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Posted: 20th Jun 2010 21:33
Quote: " "free-running""


let's do that bro!

@ this thread.

great Idea, I'd love to help out. stealth sounds like fun and I'm sure there'd be tons of ways to achieve wallclimbs.

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Monkey Mja
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Posted: 20th Jun 2010 22:30
The only problem with Free Running and Building to Building jumping games are that it would probally be a bit laggy.

But despite the newbiness (Around two months with TGC, but rather addicted to it) of myself, if you guys are planning to make a Free Runner game, I would defiently want to help out.

- Monkey
Bugsy
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Posted: 21st Jun 2010 05:10
laggy? how so?

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Monkey Mja
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Posted: 21st Jun 2010 05:16
I don't know, wouldn't you want a big city? Wouldn't a big city need lots of entitys, therefore, lag quite a bit?

But that isn't going to stop me. As Long as it's a fairly decent amount of FPS, I'm happy. Anyhow, if anyone actually wants to start/help on a free runner game, I'll be more than happy to contribute as much as possible. I mean from Mirrors Edge freerunner to GTA Freerunner, it sounds like a great idea.

- Monkey
Bugsy
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Posted: 21st Jun 2010 05:18
nothing wrong with big entities so long as they're low poly. maybe the city couldn't be as big or tall as mirror's edge, but perhaps could involve some more realistic low roof traversal, allowing for more open routes.

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Monkey Mja
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Posted: 21st Jun 2010 05:38
Sounds good to me.

I also hope theres a possible script for spring boards or something, and the ninja-fast-paced part of the game is one step closer to being completed.

- Monkey
Nilloc
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Posted: 21st Jun 2010 07:36
Well i could use a stealth script also im making a medival game and i want it so that you can be an assassin if wanted

Who da man?!
Metal Devil123
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Posted: 21st Jun 2010 17:29
I don't think it would be too laggy, but building would be a problem.

Monkey Mja
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Posted: 21st Jun 2010 18:43
Yeah that stealth script needs to be posted by someone.

@ Nilloc

Medival assasian with stealth? Reminds me of Assasians Creed. Haha.

- Monkey
Nilloc
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Posted: 21st Jun 2010 19:00
Thats kinda what im going for but you have the choice of being a warrior or a mage

[quote]Reminds me of Assasians Creed. Haha.

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That Guy John
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Posted: 22nd Jun 2010 04:12
I think you could solve the lagging issues with having rooftop levels. Also, you can adjust the jump in the scripts.

Bugsy
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Posted: 22nd Jun 2010 04:24
the jump height is fine. it's the collision and the hangtime and the momentum system that needs to be added.

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Marc Steene
FPSC Master
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Posted: 25th Jun 2010 10:08
Quote: "collision and the hangtime and the momentum system that needs to be added."


Not too difficult, you could use variables to control velocity and then detect keypresses to increase them.

Making a game like this wouldn't be too hard and not as laggy as some claim. I'd make one, but I'm lazy


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Crusader2
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Posted: 26th Jun 2010 00:18 Edited at: 26th Jun 2010 00:20
The backround buildings could easily be made as bilboards, only two pollies nescessary.

EDIT:
Quote: "And also forget the animations mirror's edge has.
Cause that would probably be impossible in FPSC.
And of course very hard to make if it was possible."


That would be quite easy using Project Blue (or is it now integrated into Fenix?), as a body system was already developed by (I believe) Ply.

Best Regards,
Crusader2

"BOINK!" -The Scout
Cheese Cake
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Posted: 27th Jun 2010 12:20
i dont think it would be quite easy, you need a top notch animator.
Or possess the skills to create animations like that.

If you do hire a animator, you will be looking at pretty big prices.

And if the animations are done, you would have to (i guess) script it so it works with every movement.

"Fromage Cake"

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