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FPSC Classic Product Chat / Making a completely original game

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golliath9
15
Years of Service
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Joined: 26th Aug 2010
Location:
Posted: 11th Oct 2010 04:12
OK, so fps creator is a great tool-but the games you can make are very limited, as you can only use the segments and entities the tga give you. sure it's possible to make your own stuff, but i've tried to find tutorials without much success. does anyone know how i can use fps creator to make my own original games? such as my own textured walls and entities?

golliath9
PW Productions
17
Years of Service
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 11th Oct 2010 04:57
Quote: "as you can only use the segments and entities the tga give you"


Wrong - there is a LOT of free media out there that users (including myself) have put out for people to download.

As for creating entities, look at the FPE files of stock entities, see what they did, then model your object and export it as a DirectX. It's easy to figure out how


Redoing my entire website... again. EDIT: Finished it! Whew.
Festaddamms
16
Years of Service
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Joined: 24th Mar 2010
Location: Illinois
Posted: 11th Oct 2010 06:03
You might start by looking at the FPSC Guide put together by everyone here.


Mr Love
21
Years of Service
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 11th Oct 2010 07:25
I think He meant if You can make a game with a real editor like 3D World Studio. I tried, but with no success. The Enemys are falling thru the floor. 3x3 tiles is maximum of what You can do when You make Your Own Segments/Entities. I think it wourld be great if You courld use FPSC with an editor like Hammer or 3DWS...


"Right Man in the wrong place can make all the difference in the world"
rolfy
20
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Joined: 23rd Jun 2006
Location:
Posted: 11th Oct 2010 08:32 Edited at: 11th Oct 2010 08:38
Quote: "3x3 tiles is maximum of what You can do when You make Your Own Segments/Entities"
Youv'e been gone longer than I thought, since long time ago and the introduction of null space segments MUST be 1x1 for enemy collision, never was a size limit (except over the grid size) for entities (but only for player collision, entity's never did have enemy floor collision). If your willing to put in the time and effort any mesh can be sliced up for enemy collision.
I wouldnt feel awkward about missing that info though, even most users who have stuck around seem to have missed it.
However having said that 3x3 will still work provided the mesh sits above floor level and you can place stock segments beneath it but enemy characters can still get hung up on the centre segment of te custom mesh.
Mr Love
21
Years of Service
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 11th Oct 2010 10:45
Ive been gone for about 2 years, but I have been around sometimes to check news and stuff like that, must have missed that.. Anyway 1x1 shourld not be any big diffrence, but after this I wont even consider to cut out a level made in Cinema 4D. 3DWS is as You know a Leadwerks/TGC product and if TGC really wanted to they courld rebuild the collision system so it wourld work perfect with FPSC. I think support wourld be great, so when someone have become a little bit more advanced they courld go from the FPSC editor to 3DWS, and still use the same engine.. TGC wourld make alot of $$$ by selling 3DWS to most of the FPSC owners thats for sure..
But if the worldsize still wourld be 40x40 it wourldnt be any idea for that kind of support anyway..

Guess what Aiko and I did this weekend...
Poloflece
16
Years of Service
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Joined: 14th May 2010
Location: Australia
Posted: 11th Oct 2010 11:41
I've nearly finished a video tutorial on how to make entitys with AC3D and entity workshop.

Poloflece


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece.
Ched80
15
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 11th Oct 2010 11:48
I total disagree with this statement:
Quote: "the games you can make are very limited"

You can make something totally original with FPS Creator regardless of the entities you use - sure it must be based on the FPS genre and you might limit yourself to the provided entities, but the only real limit is your imagination. There's nothing stopping you from using the stock entities in a unique way.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
raymondlee306
16
Years of Service
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Joined: 24th Oct 2009
Location: Ohio
Posted: 13th Oct 2010 04:21 Edited at: 13th Oct 2010 05:07
this software is like all software. You will get out of it what you put into. I've been using it since the day I joined (look left) and I only started making my own game 3 days ago. I have been testing things and trying new things since then. I actually suggest making a fan game of a game you like to learn how things are done, then use what you've learned to make something that's truly yours. My test games where usually remakes of levels from the original 1998 rainbow six, then as I got better I started doing maps from rainbow 6-3 raven shield, then moved on to figuring out things from call of duty and other types of games.
I also have played around with other engine and every one I found you had to us modeling and animation software to make your own entities, etc. Yes, Unreal might be more well known do to the fact that is has major titles on all platforms, but still requires a great deal of effort to learn. After playing with a few engines I did decide on FPSC as a function of ease of use, functionality and price.

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