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FPSC Classic Product Chat / FPSC X( Commercial Quality Games?

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CoffeeGrunt
18
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Location: England
Posted: 6th Aug 2010 12:58
Quote: "Man, that must be though... What field are you in??"


Anything that's going! Left the cushy world of school to get work two months ago. Nothing. There's nothing at all in my area, it's dead here... :/

anayar
16
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Location: Minneapolis, MN
Posted: 6th Aug 2010 19:17
Quote: "Anything that's going! Left the cushy world of school to get work two months ago. Nothing. There's nothing at all in my area, it's dead here... :/"


I know... its all so exiting when your in school, and then "BAM", The troubles of the real world hit you :/

But what I meant was, are you into electronics, law, etc, etc.

Cheers,
Anayar


For KeithC
Ertlov
19
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Location: Austria
Posted: 8th Aug 2010 22:29
Quote: "Didn't the creator of Anderson say he was pleased his game was being pirated (because it showed his product was worth pirating?."


of course I wasn`t pleased. But I found it kinda funny - especialyl that groups claimed to have "cracked" the game which had NO copy protection at all and even didn`t require the DVD to start after being installed.

Quote: "Its pretty flattening that my projects are mentioned in the first answer "


Because you`re the best. While I do not agree with some things you writing in the boards, I have to admit that noone makes so excellent games on his own. Yeah, Rolfy and Butter and others also come up with great stuff, but you`re literally a hypercreative gamemaking machine that comes up with great stuff all the time.



Quote: "Looks to me like that particular game sold around 200-300+ copies, and if we assume that every game sold for the retail price of $30 with the publisher taking an estimated 30-40%, thats about $6300 made on the lower end of the scale."


The game sold around 20.000 copies worldwide.

Come to where the madness is:
http://www.homegrowngames.at
Zay
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Location: sLOVEina
Posted: 8th Aug 2010 22:47
Quote: "The game sold around 20.000 copies worldwide."

20.000 copies,eh?
Congrats!

Contact me in Skype,name- nejcplan
Ertlov
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Posted: 8th Aug 2010 22:52 Edited at: 8th Aug 2010 22:53
As already told in other threads and discussions: We didn`t get a profit out of it. However, we were satisfied enough knowing that several 10ks of people played it.

And despite some very bad and harsh reviews, we scored pretty well at softonic with a 70% rating and a mentioning in the "Top 5 Horror Games for Halloween" one place above "Jericho" and 64% editor rating (72% User rating) in the German Gamestar Magazine:

http://www.gamestar.de/spiele/robert-d-anderson-das-erbe-cthulhus/43546.html

Come to where the madness is:
http://www.homegrowngames.at
outlaw241
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Location: Ontario Caliiiiii US of A
Posted: 9th Aug 2010 09:39
Quote: "Coming from a man that didn't even seriously try to make a game
"


you know this how?

Windows 7 64bit AMD 4X Phenom II 925 2.80GHz 4GB RAM Gforce GTS 250 1GB REV.1 Maxtor 1 TB Western Digital 250GB
Metal Devil123
18
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Location: Suomi, Finland
Posted: 9th Aug 2010 10:20
Quote: " "Top 5 Horror Games for Halloween" one place above "Jericho""

You mean the Clive Barker's one?


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
Ertlov
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Posted: 9th Aug 2010 13:48
yep, exactely. However I still believe the editor was drunk when creating the top list

Come to where the madness is:
http://www.homegrowngames.at
Zay
16
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Posted: 9th Aug 2010 14:06
Quote: "you know this how?"

I was guessing,because you didn't make one thread about a project of your's.

Contact me in Skype,name- nejcplan
veer
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Posted: 9th Aug 2010 22:19
Quote: "The game sold around 20.000 copies worldwide."


then why no profit

i guess there is . and not ,
mean only 20 copies
Metal Devil123
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Posted: 9th Aug 2010 22:37
Quote: "yep, exactely. However I still believe the editor was drunk when creating the top list "

Now I just feel the neeed to buy your game! Not becouse the list maker was drunk, becouse it scored higher than Clive Barker's Jericho!


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
Ertlov
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Posted: 9th Aug 2010 22:48
Quote: "then why no profit

i guess there is . and not ,
mean only 20 copies "


ok: twenty-thousand

better?

And yes, there is enough profit, but the Publisher keeps that profit in his pocket. The magical phrase in the contracts is "dev budget is payed against royalities"

If you read something like that, better burn the contract and dance naked around the fire before even thinking of placing your signutare there.

Come to where the madness is:
http://www.homegrowngames.at
Marc Steene
FPSC Master
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Posted: 9th Aug 2010 22:55
@Ertlov I don't want to push here, but what kind of contract was that!? How much profit was actually made off the game in total?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Ertlov
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Posted: 10th Aug 2010 00:57 Edited at: 10th Aug 2010 01:01
Marc, it was a "common" publishing deal. As I`ve completed & sold my first game 21 years ago for the C64, and after working 6 years for a publisher, I can tell you a little story about the contracts.

In the good old days, when a dev team came up with a good idea, a GDD (game Design Document) and a playable prototype, and they got funding from a publisher, there were two major models:

1. Royalties from start: The Publisher funded the developement of the game, and from each unit sold, a small share (around 5%) was paid to the developers in addition to the funds they have received for developing the game.

2. Royalties after break even: The Publisher funded the developement of the game, and after the revenues of the sales have surpassed the incested sum by the publisher, the developer got a small (but bigger than in case 1, let`s say 10%) share from each unit sold further.

Then, I don`t remember which company started first, but it was around 2005 - 2006, the first contracts appeared with the "budget against Royalties" clause inside. The Royalty shares looked quite high (up to 25%) and many developers were blinded by the trick. But what does that "budget against Royalties" mean?

Let`s take a look at an example:

You are developing a game with a small team. The budget provided to you by the publisher is enough to cover the dev costs, but not more. Let`s say it`s

100.000 Euro

Your Royalty rate within the contract is set at 20%

So you get the 100.000 you need anyway to get the game done, and then you expect to get 20% of the net profit from the sales.
Right?

WRONG!!!

First, a contractual Production Developement Fund (PDF) is determinated in the publishing contract, covering the localisation, production and QA costs of the publisher. Usually it`s around 30 % of the budget. Then the same applies to a Marketing Developement Fund (MDF), set at 40%

So the theoretical sum invested by the publisher goes up to

170.000 Euro

Allright, the game is finished, produced, shipped and (most important) being sold.

The publisher gets 10 € for each unit sold.

What happens now?

In the "old days contract, version 1" scenario you`d get 0.5 Euro for each game sold, from the very beginning. A small share, but each sold unit counts.

In the "old days contract, version 2" the publisher would first to have sell 17.000 copies to get his investement back, then you`d get 1 Euro for each copy sold after reaching the Break Even. If the game sells more than 34.000 copies, you get a better deal than in the version 1 scenario, but both versions are somehow fair.

And now for "budget against Royalties" (Which is nowadays a COMMON contract model if the publisher funds the developement):

The contract treats the developement budget and the PDF and the MDF as a loan (but as one that doesn`t have to be repaid if something crashes that is NOT the devs fault) the developer gets and has to repay with his royalties.

For each sold unit, the share of the developer (2 Euro as 20% of the 10 Euro the publisher gets) is balanced into the developers account inside the publishers balance sheets.

ONLY AFTER THE ACCUMULATED ROYALTIES HAVE REACHED 170.000 EURO, THE DEV GETS ROYALTIES!

Not hard to calculate - the game has to sell 85.000 copies to make the dev-oublisher balance even.
And for the 85.001st unit sold, the developer gets his first 2 Euro payed out.

If this Threshold is reached, the publisher made a profit of:

85.000 * 10 - 170.000 = 680.000 EURO

while the Developer got 0 Euro.

Nice catch, eh?

Now let`s assume the game has sold 50.000 copies.

In the "old contract scenario 1", the Dev would get 25.000 Euro Royalties.
In the "old contract scenario 2", the Dev would get 33.000 Euro Royalties.

In the "budget against Royalties" scenario, the Developer would still owe the publisher a fictional sum of 70.000 Euro.


Understood?

And Marc, If I knew exactely how much profit the publisher made, I wouldn`t be allowed to tell. I can only tell it surpassed the 100k mark, while we got no profit at all, but as we didn`t do the game for money puroses, it didn`t hurt that much to be screwed.

Come to where the madness is:
http://www.homegrowngames.at
veer
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Posted: 10th Aug 2010 16:53
that is very strange ......
Plystire
23
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Location: Staring into the digital ether
Posted: 11th Aug 2010 23:02
Hey, Ertlov, you should make a game about a guy being stuck in that kind of situation and you play as a hitman who's been "paid" to take out the publisher. Basically he just kills the publisher and takes whatever the publisher had earned.

Then go show that game to your old publisher and see what he thinks of it.


The one and only,


Shadowtroid
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Posted: 11th Aug 2010 23:05
Quote: "then why no profit

i guess there is . and not ,
mean only 20 copies "


In many countries people use things other than commas.

Such as periods, spaces, etc.

Zay
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Location: sLOVEina
Posted: 11th Aug 2010 23:30
Quote: "Then go show that game to your old publisher and see what he thinks of it."



Contact me in Skype,name- nejcplan
CoffeeGrunt
18
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Location: England
Posted: 11th Aug 2010 23:30
Quote: "Such as periods, spaces, etc."


What're they?

Zay
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Posted: 11th Aug 2010 23:52
Quote: "What're they?"

Oh,stop it

Contact me in Skype,name- nejcplan
CoffeeGrunt
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Posted: 12th Aug 2010 02:18
anayar
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Location: Minneapolis, MN
Posted: 12th Aug 2010 05:33 Edited at: 12th Aug 2010 05:33
Quote: "Seriously...

What are they?"


Well, when I lived in India we called them full stops

Cheers,
Anayar


For KeithC
CoffeeGrunt
18
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Posted: 12th Aug 2010 15:16
Quote: "Well, when I lived in India we called them full stops"


Ahh, we call them that here.

.

veer
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Posted: 12th Aug 2010 16:55
cut it out comma or full stop it doesn't matter

only things that matter is 20,000 copies was sold ..now that is commercial success
Shadowtroid
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Posted: 12th Aug 2010 17:20
@CoffeGrunt

Guess I am less culturally knowledgeable than I thought.

outlaw241
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Location: Ontario Caliiiiii US of A
Posted: 12th Aug 2010 21:46
Quote: "well any one can learn to play guitar but few success to become the legend"


lolwut?


Quote: "fpsc+PB....or fpsc v117 is good enough engine...the limitation is in your talent and passion "


Quote: "good enough engine"



Quote: "good enough"

Quote: "good enough"

Quote: "good enough"

Quote: "good enough"


Windows 7 64bit AMD 4X Phenom II 925 2.80GHz 4GB RAM Gforce GTS 250 1GB REV.1 Maxtor 1 TB Western Digital 250GB
outlaw241
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Posted: 12th Aug 2010 21:49
Quote: "I was guessing,because you didn't make one thread about a project of your's."



why would i make a thread about a project here?

if im working with C++ why would i want to post here and not a C dev site? or better yet why post it at all?

don't guess, its a waste of the little intellect you have

Windows 7 64bit AMD 4X Phenom II 925 2.80GHz 4GB RAM Gforce GTS 250 1GB REV.1 Maxtor 1 TB Western Digital 250GB
anayar
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Posted: 12th Aug 2010 22:16
Outlaw: you really didn't need to post that.

Anyways, this thread is really not going anywhere so I suggest it be locked.

Cheers,
Anayar


For KeithC
fallen one
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Posted: 13th Aug 2010 15:47 Edited at: 13th Aug 2010 16:09
Quote: "Errant AI - The greatest opportunity for indies is in NOT trying to compete directly. Because there are so many resources required in pulling together a AAA competitor, the big-name publishers are very unwilling to take creative risk. So, gamers get fed more or less the same stuff every year. The opportunity for indies is in creating something new and interesting."


I made a post about this 2 years ago, original thread

Independent games - Are you making what the public really want?

http://forum.thegamecreators.com/?m=forum_view&b=21&t=132136&p=0

Quote: "quotes from the thread
----------------------------------------

Independent games, are you making what the public really want.
Don't be a parrot, learn to speak with your own voice.

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

look at indie games, and lets stress that again, indie, independent, you will see a very wide variety of games with lots of individuality, lots of ideas and concepts, often very different than what the mainstream media presents to us.

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

noticed how alike these high end games are, they all follow a narrow section of all the possible avenues video games take, indie developers don't have any trouble realising broad ideas in their games, but the big boys always follow the same path, the same script, and of course they should, the script is layed out, and is followed religiously, script comes from scribble, scribble is not the same as write or right, the scribbling scribes write their scripts, in ancient times this was done for the high priest or the reigning monarch, and passed down to the profane to follow blindly. The scribes still scribble the doctrines for the indoctrinated, only you don't have to follow it.

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

Once released from following, one can lead oneself. When one looks at what people are really looking for, what people are really playing, one often finds it is not the same as what is being promoted by large corporate entities, one finds that more people may look for card games, or word puzzles or whatever that game may be than may be looking for Farcry or whatever the latest fancy pants game is being marketed with millions of dollars. Do your own research, find out, just what type of games are people really playing, I mean really playing, you may be surprised at just what you find.

Being an independent developer means you are released from any ties, you can create what you want, or what the public really wants, not what we are told they want.

So what are you waiting for, be an independent developer, create your own culture, your own ideas, and create the games that the public is really looking for, not what we are told they are looking for. You may be pleasantly surprised at your new sales or download figures.

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

stop following someones tail you can never catch, dance to the beat of your own drum, not someone else's.

----------------------------------------"


The original thread goes into some ideas and directions that independent developers should go into, when painting with broader strokes at the 'problem' of game development, and gives some insight into the industry and the path one should perhaps look to walking, to find the solutions to the problems you may face as an independent developer.


Ertlov
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Posted: 13th Aug 2010 16:54
Hi fallen one, I remember, and I wrote 1 year after (so about 1 year ago) that you were right, if YOU remember.

Come to where the madness is:
http://www.homegrowngames.at
Metal Devil123
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Posted: 14th Aug 2010 11:23
Quote: "well any one can learn to play guitar but few success to become the legend"

Not if everyone gets their ass up and starts doing something about it.


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
fallen one
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Posted: 14th Aug 2010 17:47 Edited at: 14th Aug 2010 17:52
Hi Ertlov, yes I remember.
I noticed you are doing the Painkiller sequel and with the same publisher that gave you some concerns before, that surprised me to see you work with them again.

The reason I could see what was coming on Anderson, apart from my experience with publishers, It is that I have come to understand there is a GAME, and a game has players, one can study the players, which you have done as a psychologist, but who studies the game, most do not even know a game exists at all, bee-living the forces of nature apply only to plants and animals, but not to humans, by way of comfort, they bee-live they live is an extension of the mothers womb, protected by their betters, kindly fathers who watch over them from lofty positions above. A veritable fools paradise.

Myself, I always assume, and I think this is the safest source of action for myself, that everyone I do business with could be a possible psychopath.

psychopath / psy·cho·path / –noun a psychopathic person.
Origin: 1880–85; psycho- + -path

What interests me about this word is that psycho is very reminiscent of the word psyche / Psy·che / the human soul, spirit, or mind.

psyche-path / The mind path perhaps? Do you think the language makers are talking about themselves perhaps? Phonetically it reminds me of this -

Sie-key, sie is High German for 'it' in fact the modern German word is still the same, in Plato's Republic an 'it' was the lower caste that served the upper caste of ancient Greek society, 'its' are therefore subservient and in servus to those above them, today the 'its' are still subservient, they work in a 21st century magnetic bee hive called an office and work in jobs called I.T, information technology, call it what you want, you are still an 'it', are you chasing the honey-money, the more liberal 'its' are the 'it girls', socialites, social-lights, put in social view to light the way for the hard of thinking by way of example, a beacon, or should that be spelled bee-con, to shape bee-hive-ier, for to bee an 'it' is to chase after others, remember the games of the playground, Catch Chase, just who will be 'it', remember the song.

It, dip, cow **it.
You, trod, in it.

Your 'IT', catch me if you can.

Now combine sie, with the word key, and the word path, and we have the path to find the key to the mind of those that will serve the elites of society.
Still with me, Can you make a sie, or should that be sigh. Don't interrupt yet, you must be sie-learnt. An 'It' must shh, shh'it'.

The game of life has been playing for a very long time, don't get caught into bee-life that they do not exist. The pieces are still moved on the chess board, accept you are born to bee someones pawn, but remember, even you can reach the end of the board and become a queen of the hive, such is natures game of life.


Marc Steene
FPSC Master
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Posted: 14th Aug 2010 18:21
@Fallen one

I don't know what you're smoking, but can I have some? One thing, you're not allowed to star out swear words.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
uman
Retired Moderator
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Posted: 14th Aug 2010 19:02
If you want this thread to survive please keep it on topic and cut out the use of posting of anything which might come even close to breaking any rule.

Keep it to the point and squeaky clean. I am not going to clean it up any more than I have and thats not at all. Instead theres a few slaps been handed out.

I would stay away from this thread altogether whilst it remains open unless you can conform to the requests above.

Thanks for your co-operation.

250 seamless textures : http://www.umedia.co.uk
Ertlov
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Posted: 14th Aug 2010 23:11
Quote: "Hi Ertlov, yes I remember.
I noticed you are doing the Painkiller sequel and with the same publisher that gave you some concerns before, that surprised me to see you work with them again."


We DID the sequel. This chapter was closed for me with the release of the patch end of winter.
Basically we did the job because we had no other choice. But that`s another (not so nice) story.

Come to where the madness is:
http://www.homegrowngames.at
CoffeeGrunt
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Posted: 15th Aug 2010 01:45
I think under the right developer, this new stuff being done in FPSC does make it more commercially viable...

But let's be honest - 99% of the people on this forum are...not so talented, and simply make games that are an amalgam of other people's ideas and media...

mgarand
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Posted: 15th Aug 2010 02:02
I dont agree with you Coffeegrunt, what is talent in your eyes?

If you work hard on something you can create Talent, and i believe everybody can do this.



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Daniel wright 2311
User Banned
Posted: 15th Aug 2010 02:24 Edited at: 15th Aug 2010 02:25
I have not been on this site for a long time, but I must comment here. After learning how to use all the tools here I must say , You will never, ever get commershial games with just fpsc. fpsc is just a small part of it. To do anything with real quality you trully need to know how to code in something. I learned just about everything there is to know about the dark basic pro product and code,using all the tools yes,you can make a real high tech game.I use fpsc for my leval maps, then I use dark basic pro to write my game as I see fit. this being said, If you do not know eveything of what you are doing then you will not make a good anything.Like modling,riging,animation,keyframing,taking each fram of a video and editing them to look more polished. so, yes, you can make a great game with fpsc, but you will need to know all the tools to do it with.

Logo by The Next
Nbt
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Posted: 15th Aug 2010 02:24
Quote: "and simply make games that are an amalgam of other people's ideas and media..."


Hmmm... To be honest most new games to date are little more "than an amalgam of other people's ideas", hence the endless comparisons to past games in game reviews etc.

As to using other peoples media, it would break my heart if the stuff I make for FPSC members was never used. It's exactly what I (and I would say all others) make them for.

Pretty pointless having model packs etc, if no one is ever going to use them

Wraith Staff
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Posted: 15th Aug 2010 03:16 Edited at: 15th Aug 2010 03:18
And even if games are just "an amalgam of other people's ideas and media" that in the long run is how many ideas grow. I use many different techniques and ideas I see from around the forums and other games as well. I say "hey, that works... but ooh, that didn't" grab a snip, learn from their mistakes, add to it and move on. I see many a tutorial from far more talented users that, while immensely vital to a finished product, are infinitesimal on their own. In fact, I use so many little ideas that in the end (my hope is at least) all of them are unrecognizable from the place I found them (with a mention in the credits, of course ).

The goal is to take all the best ideas and tutorials, add in more creativity than the whole of all the rest, and media that, while not necessarily the best, fits together with everything else like a giant, complete puzzle, stir it all up and you have a project that's such a gumbo of everything that it can stand alone as a complete original! Basically, make it greater than the sum of its parts

Look at Halo. Really, it did nothing new. They just took the best ideas from all the best shooters and smashed them together and it worked! I'm not saying to plagiarize and rip off everything you see... I'm just saying that (especially with a limited engine like FPSC), you need to take some of the best of everything and roll with it. Of course it could be different for me... I don't use FPSC to make shooters I guess it would be pretty bland to see all the same zombies get shot in the same rooms with the same guns by everyone, so I guess there are exceptions

CoffeeGrunt
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Posted: 15th Aug 2010 14:56
You all got me wrong, what I meant is that most people on this forum just pick up the first big game they come across, and copy it...

CoD Mod 2 was released, massive influx of modern day shooters in the WIP board. And I guarantee you there will be a huge wave of scifi alien shooters the day Reach gets released...

And what I mean by media is that people will just change their game completely and tack on a scifi element the second CP releases another of his awesome packs, games should be set out to be one genre, not just changed into another part way through development because a pack got released that looks quite nice...

And there is a distinct lack of professional quality - obviously talent was the wrong phrase to use. Name me twenty users who've created a game of potential commercial quality:

Obviously Wolf, his stuff is elite,
Ertlov's already been there and done that,
Fallen One made that Letters Kingdom game,
Kenji by Defy would probably get there,
And that Russian canals game that got VOTB would've done well until the publisher noticed the pirated materiel,

Then I run out of people about there, there may be more that I've simply forgot, but please note - I will criticise your game if you put it up here - because a publisher would do exactly the same and living in the Lala land that your creations are excellent when they're terrible is a bad place to be for a developer.

Nbt
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Posted: 15th Aug 2010 16:39
Quote: "but please note - I will criticise your game if you put it up here"

Good to hear, as there is far too much "scared of a mod slap or review retaliation" mean nothing / generic reviews for my taste to be frank, which do nothing but harm and very little good in my honest opinion.

Calling a horse turd a rose 50 times does not make it a rose, but planting seeds of improvement can create a rose garden

Zay
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Posted: 15th Aug 2010 16:41 Edited at: 15th Aug 2010 16:50
Quote: "Obviously Wolf, his stuff is elite,
Ertlov's already been there and done that,
Fallen One made that Letters Kingdom game,
Kenji by Defy would probably get there,
And that Russian canals game that got VOTB would've done well until the publisher noticed the pirated materiel,"


Ohh....ok then...

And you're forgetting Physix,just take a look at the gallery:
http://www.wraithgames.org/

Quote: "which do nothing but harm and very little good in my honest opinion."

That's exactly what I have been telling people like Syko and Abdul in the past,when they were saying stuff like 9/10 and stuff like that to a game that's below average...

Contact me in Skype,name- nejcplan
Aaagreen
18
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 15th Aug 2010 16:50
Quote: "End of the day, FPSC is a commercial game engine.

We don't use it because its there. We use it because its brilliant and only our own lack of ability stands in the way of a commercial game."


And the framerate, lack of decent static collisions, dynamic collision models, slowly improving but still incredibly thick AI, limited map size, bad alpha/transparency rendering, badly optimised culling system, extremely limited outdoor capabilities, etc..


I'd love to see things from your point of view but I can't get my head that far up my bum.
Zay
16
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Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 15th Aug 2010 16:54
Framerate is now good!
Everything else you mentioned,eehhh....not so great...

Contact me in Skype,name- nejcplan
Aaagreen
18
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Joined: 4th Sep 2007
Location: City 17
Posted: 15th Aug 2010 17:02
The framerate may cope with what you throw at it, but when you bring in current-gen high poly props, characters and environments, it's not so smooth.


I'd love to see things from your point of view but I can't get my head that far up my bum.
Nbt
16
Years of Service
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 15th Aug 2010 17:04
Yeah I agrees the framerate is good now (or at least lost better) and transparency is lots better if you make sure you save your own .dds as DXT5 from what I have found.

I do agree collision is one major drawback and has made me lose quite a bit of hair at times More for the AI as to what they can and cannot walk on more than the player most times though.

Map size is not so much of a concern to be honest, as x9 is already fitting against the 32bit restriction and again to be honest I think Lee and crew have done well on that count.

As to the AI, that is really down to how well you script it with DAI in my opinion.

I think outdoors is a lot better than ever and I have filled the entire grid with an external map with way less lag than 1.15 days, for me at least.

Aaagreen
18
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 15th Aug 2010 17:06
It's difficult to get good AI with the limited FPI scripting language, but I'm sure DarkAI helps very much.


I'd love to see things from your point of view but I can't get my head that far up my bum.
Nbt
16
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 15th Aug 2010 17:07
awwww fpi scripting I pulled my hair out in clumps the other day trying to use commands that never worked in the 1st place lol

Wraith Staff
19
Years of Service
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Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 15th Aug 2010 17:17
@Zay: Um... I'm flattered but I really wouldn't go that far I have 50 million things to complete and optimize before I'm even ready to consider showing off any of my work. To be honest, I really hoped no one from the boards would take the time to see my latest WIP, as it's going to look and play 200 million times better when it's done. Though when is a game ever done? That's why they have patches When all the publishing deals are signed, I guess that's when... but I don't know.

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