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FPSC Classic Product Chat / That Killer FPSC Feature that changed my game forever

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BatVink
Moderator
23
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 12th Feb 2011 09:48
FPSC has come a long way since version 1.0, and for some the Early Adopter version. What we want to know is...

Of all the updates since the early days of FPSC, which one made the difference for you, and why?


Let us know, and your feedback may be featured in the next newsletter. If you can provide a screenshot of your killer feature in action that would be even better.

Thanks in advance for your contributions.

charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 12th Feb 2011 11:20
To me,it was 1.04/1.05,it was the first stable build and I could finally build my game I was working on.


Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 12th Feb 2011 11:41
1.17...i was able to build multiple Level's and the game ran stable



-Wolf

God Helps the Beast in Me!
Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 12th Feb 2011 11:42 Edited at: 12th Feb 2011 11:43
As charger has already mentioned stability (where I`d say 1.07 was the first really reliable built, we had to convert whole Anderson to it in order to have a game stable enough for release), I`d go for 1.17s "shaders on whatever you want". I remember when I tried getting BASIC (bump) segment shaders running, and I DID, but they only worked in one or two rooms and made all others ugly and distorted - now we can cover any surface we want with PS3.0 shaders. That`s hell of a progress.

Edit: Mahlzeit Wolf

Come to where the madness is:
http://www.homegrowngames.at
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 12th Feb 2011 13:07
I came to FPSC fairly late, so I would have to say that, inspite of the early bugs, the water feature is the one feature that changed my game. I was able to use it in my sewer levels for my Seclusion game. Now, instead of plain, boring tunnels, the sewers now look like they serve a usefull function!

The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 12th Feb 2011 13:33
The 118 because it enabled the Tf343 AI, hopefullly it will make people step away from the constant zombie games...

Srry about my english im from sweeden
vortech
16
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Joined: 18th Mar 2010
Location: Finland
Posted: 12th Feb 2011 13:42
Shaders... The most important thing to make game cool looking.

Best texture of the Month.
Yay.
bond1
20
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Posted: 12th Feb 2011 15:11 Edited at: 12th Feb 2011 15:13
The SAVE/LOAD feature.

In the early days, everyone and their uncle was pushing some half-baked workaround to let users save and load levels. Then out of nowhere TGC made a proper save/load system that made all those goofy workarounds obsolete.

The inclusion of the DarkLights lightmapper was pretty important too.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Scurvy Lobster
20
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Joined: 3rd Mar 2006
Location: Denmark
Posted: 12th Feb 2011 15:40
Full Screen shaders! I cannot go into details yet but it happened to change things in ways I had not imagined.

always needing help
15
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Joined: 12th Sep 2010
Location: Your house
Posted: 12th Feb 2011 15:48
The water feature is the best feature now i can make my game more real!! Thanks for everythink
Omegamer
17
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Joined: 25th Feb 2009
Location: There
Posted: 12th Feb 2011 16:04
Ragdoll and the cool new implentation of Airmod and cool scripting features.

Youtube Name: hardcoreluky
Facebook Name: Lukas Wilhelm
Current project: Solaris a scifi Shooter with retextured Stock Media.
RelMayer
18
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Joined: 14th Apr 2008
Location: France
Posted: 12th Feb 2011 16:08 Edited at: 12th Feb 2011 16:08
The v1.17 update and all of these cool shaders made by Bond1 !

Please apologize my bad english, I'm French.

ELDORA Rocks !
Errant AI
19
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Posted: 12th Feb 2011 16:10
Release of the 1.07 source (or was it 1.06?)...

Without it there would have never been Airmod which sparked the mod revolution... ultimately leading to numerous mod feature integrations in 1.17/1.18.

More recently, the pixel-perfect hit detection and limb system is a significant game-changer.

1.18 will be the first official version suitable to begin production of my game project
Payam
17
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Posted: 12th Feb 2011 16:57
The type of using scripts is really great.

In other game engines you make a main script and you have to make a relation between the main and other scripts.
In FPSC you just write the scripts then you add them to each entity.

Have our guns was a mistake!!!

I am PaYaM
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 12th Feb 2011 17:08
Quote: "1.18 will be the first official version suitable to begin production of my game project"

Thought you would sneak that by, did you? Now we'll be drooling until you show us something.

Having been around since V1, I've seen many updates and features added to FPS Creator. Save and load, global variables, increases in speed, AirMod, allies, and ragdoll to name just a few, have certainly made a big difference and excited many a developer. Not to take anything away from the creator, many of the improvements and features we see today are the result of users pushing the program to it's limit.

As FPS Creator continues to move forward and add the features we most commonly see in today's games, perhaps most notable to me is what is being done with shaders. The most recent updates, and the work of forum member Bond1, have allowed us to create stunning and interactive environments on a whole new level. It's the eye candy that makes us step up the rest of our game to keep pace.

Brian.

... and the band played on.
PekelaarSFX
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Location: Netherlands
Posted: 12th Feb 2011 18:47 Edited at: 12th Feb 2011 18:48
Quote: "The type of using scripts is really great.

In other game engines you make a main script and you have to make a relation between the main and other scripts.
In FPSC you just write the scripts then you add them to each entity. "


Never looked it in that point of view though, but your right

For me personal i think the V.1.17/V1.18 updates opened up a world for me.
The impletion of Airmod, Friendly AI, Water .... And so on.
But ... the V1.04 Update was also pretty cool, because you could edit the Lightmakers color to your wishes. instead of the predefined colors.


Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 12th Feb 2011 19:24 Edited at: 12th Feb 2011 19:25
I really can't remember the first version I started with. I believe it was 1.03 or 1.04? Maybe it was 1.07.However, I do remember that I really was excited about the Save/Load - until I found that it really wasn't sorted yet. Because of that I still felt that I couldn't use that feature and disabled it in my games.

It wasn't until the version that variables and then when Save/Load was finally working 100% that I was able to create a game. I don't know if that was around 1.12 - 1.14.

The best thing for me, however, is the fact that Lee has always made available the source code. It was for v1.14 or v1.15 that I decided to write my own mod so I could make a FP shooter/role-playing game.

Because I had a strong belief that Lee was going to continue with upgrades that I hung in there and I believe I can now make a serious game with v1.18. I thought I would be with v1.17, however, v1.18 has taken the kinks out of v1.17. Especially for the water, particles, and Dark AI that is going to make an RPG really worth while.

Thanks TGC and especially all the hard work of Lee with the help of Hockeykid, knxrb (really like the new GUI, Robert). Then their is the creator of AirMod and some features added in that were created by Plystire. If I missed anybody else, I'm sorry but you are appreciated.
JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 12th Feb 2011 19:53
I remember having to install V1.03 to use MP3. Since then every version has brought with it new features, better stability and therefore some fantastic games from developers. I don't think we've really reached a turning point in features, and I don't think there will be one. As FPSC develops, so do the games that are being made, encouraging new features towards a better end product.

All I can really say is good job TGC!

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Deathcow
FPSC Reloaded Backer
20
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Joined: 13th Nov 2005
Location: Right here!
Posted: 12th Feb 2011 20:26
The shaders in FPSC now are outstanding and have changed the look of FPSC games for ever. When I started work on many of my games I would always turn off shaders and I didn’t think much of them. Now I’m a great believer in them.

When I started using FPSC it was a hobby engine and nothing more, but now it’s a grown up engine that can give non programmers the experience of building their own game.

Thanks for all the fish!

DC

Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 12th Feb 2011 20:39
Quote: "but now it’s a grown up engine that can give non programmers the experience of building their own game. "


yeah, but not the one of building a good game without putting their hands on scripts, models, textures. The promise "make a rocking game without knowledge or hard work" was never kept by FPSC, and it isn`t now. But the possibilities to do something really great have risen. And they are even bigger than I thought a week ago - after seeing the video with the penumbra styled Environment interaction (opening / closing desk), I have to state clearly:

If the best 10-12 people from here, coders, modelers, texture artists, sound designers and of Course Level / Game designers would team up for one project, they could create with FPSC something that beats Amnesia in every single aspect.

Come to where the madness is:
http://www.homegrowngames.at
BatVink
Moderator
23
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 12th Feb 2011 23:37
Thanks for the great response so far...keep it coming

Ched80
15
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 13th Feb 2011 09:05
Got to be the variable system for me. It just opened up what was possible in FPSC.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
gendestroier
16
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Joined: 5th Jun 2010
Location: Brazil
Posted: 13th Feb 2011 15:09
the update that changes my life in the fpsc was the 1.09 cuz the build was stable, and the out of bounds error that used to show up when you have lots of characters, was extremely rare (when it wasn't my fault)
but what makes me start doing great with the fpsc was the 1.16 update... hummm... a easy way to show dialogs in the screens just with a script, was there that i created the fpgcrawtext chartalk sys, really cool for games that use the deus ex's gameplay style.

mods for creating a inteligent game,at least
Sandante
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Joined: 9th Sep 2008
Location: Dark World
Posted: 14th Feb 2011 13:51
Quote: "If the best 10-12 people from here, coders, modelers, texture artists, sound designers and of Course Level / Game designers would team up for one project, they could create with FPSC something that beats Amnesia in every single aspect."


I agree with this, there are alot of talented people around here who can make a great game. it would be a great idea if TGC would hire these guys to make a project and prove the world that FPSC is more then a toy like most people think.

I started with 1.07 and have seen alot of improvement. and when i started to lose interest TGC comes with a new update and make it worth to stay again.

Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 14th Feb 2011 14:18 Edited at: 15th Feb 2011 03:55
Quote: "Got to be the variable system for me. It just opened up what was possible in FPSC."

I agree, v1.09 with the variable system was the update that made the difference for me.
I love the lip sync feature in v1.17 too, but those variables are the one feature that made my scripting 100% better.

   Conjured Entertainment

 WARNING: Intense Madness
Deevos Cranium
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Location: wales
Posted: 14th Feb 2011 18:56
The concept of being able to make a game with ease from the start without any updates was good enough for me.
My best update would be when v118 is released.

Your signature has been erased by a mod please reduce it to 600x120 and no anim.
Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 15th Feb 2011 11:47
Save/Load, DarkLights, variables and the source release. Without the source mods, FPSC probably wouldn't have been even half as awesome as it is now.
Teacher
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Posted: 15th Feb 2011 15:36
One feature that has really helped me in my development and learning is this Forum. The whole gamemaker community has been a developing and very useful (not to mention huuuuugely entertaining) feature of my game designing.



warstormed
User Banned
Posted: 16th Feb 2011 04:49
I came here when 1.15 was the latest, but 1.17 was the best for me. ragdoll, shaders, and particles. that was awesome.

I Am The Toxik One!
ozziedave
20
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Joined: 20th Apr 2006
Location: Australia
Posted: 17th Feb 2011 04:11
1.17 because you could build more than three levels together
without a shutdown error.

Originally it took me 6 mins for my fast computer to start the
next level of my game, as time went on it now takes about 20
secs, a great improvement in speed.

I hope this keeps up for the future.
That Guy John
16
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Location: United States
Posted: 19th Feb 2011 03:38
Quote: "1.17 because you could build more than three levels together
without a shutdown error."


Completely agree! Sadly though, I have to find something else to benchmark my CPU now..
Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 19th Feb 2011 07:58
Well, every new feature is useful in its own way. Quite hard to say a specific update or feature, but I belive the new variable system really did a lot.

Scene Commander
Support Manager
18
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Posted: 19th Feb 2011 09:55
I think it's been the release of the source code onto google code.

From a modders point of view being able to access the latest code instantly is brillant, and has added a vast range of possibilities limited only by the user.

http://jimjamsgames.yolasite.com
Nomad Soul
Moderator
19
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Location: United Kingdom
Posted: 21st Feb 2011 18:21
V1.06 was a great landmark when Dark Lights was added.

V117 has been a turning point by bringing some of the communities best mod features together with Bond1 shaders and blistering performance.

FPSC has always been an amazing piece of software which hasn't been matched to this day in terms of the learning curve and what you can achieve.

RedneckRambo
19
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Location: Worst state in USA... California
Posted: 3rd Mar 2011 20:38
For me it was 1.07. It was the first version that allowed me to build games and so many other bugs were fixed for me.

Signature's are stupid.
BenJ
15
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Location: Frontline
Posted: 10th Mar 2011 05:12
For me it was 1.17
This patch brought me the ability to aim down sights, and many other helpful features are added too. Now X9 is somehow BETTER than X10. Thank TGC for creating such a great engine that is unbelievably cheap, and to the FPSC community for bringing amazing additional features.
Ikey
16
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Location: Look in the back seat of your car
Posted: 21st Mar 2011 22:39
1.18
This brought with it water, better stability (eventually) and more.
Properly functioning water has been a must have for ages, and I can't dream of what is to come next. O_o


Reptile00
15
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Joined: 2nd Apr 2011
Location: Portland Oregon U.S
Posted: 2nd Apr 2011 08:22
i love fpsc,i mean i bought the demo and in 3 days i have ordered the full thing.but i have a couple questions.how do you raise objects,like make them go higher and how do you change the health of the player3
Ikey
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Location: Look in the back seat of your car
Posted: 3rd Apr 2011 12:30
To make objects go higher, eg, on a table, you move your object you want to raise to a table, etc, and press enter. This will drop it onto the tables height perfectly. To change the plyer health, speed, fall damage, default weapon and lives, you can right click on the 'Start' marker, and change it all on the sidebar.

I also would like to say that the integration of AirMod was a beautiful thing. xD


DarkJames
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Posted: 3rd Apr 2011 21:06
i think that people who really dont know the perfomance that FPSC can have like 1.18, its unstable from any point you look at, and i believe that older versions were 100 times faster than 1.18, and theres no excuse about shaders and that, 1.17 already had the shader that the Actual 1.18 has and it was faster, from one point to the other, FPSC is turning into a 'Fancy' but not a stable engine, i dont want truly Fancy graphics, i want to have a stable game, wich i can enjoy without having any Slowdowns on FPS, i would recommend TGC to get back to basics, and leave graphics for a while and focus on Performance, i remember myself saying, 'Yay, water' but when i got to install it, seeing the low performance on it, i was a bit let down, FPSC shoudlnt be aimed to Highend Computers (Mine is New, but i dont mean about me) it should be aimed at All Computers, and should run the same on all, they could add a bit more of support for high polygons (It would be a great addition, by the way) but still, Performance comes first, Stability is a mayor priority.


so in my point of view, V1.04-V1.14 were the best Fpsc Versions

That Guy John
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Location: United States
Posted: 14th Apr 2011 22:32
DarkJames, I do agree with you to an extent, but I do see the improvements that have been made with 1.18 as an excellent milestone.

I have a feeling that after the 1.18 stable release, there is something "big coming for 1.19". (As I seen someone slip and say)
And I have a feeling it has to do with performance.

Right now I think there is a fair balance between performance and fluff. We could go into the whole ordeal of "what FPS is really necessary", but that is just a never ending back and forth spew of opinions with both sides having their strong points.

The future will tell all.

(Ive got some long and drawn out annoying posts sometimes, well often,don't I?)

Anyhow, aside from being able to complete a "build game" nowadays.

I think the best part is the shaders and the integration of community mods such as Airmod right into the core of FPSC.

FPSC OneSource [DeskTop App] - Bringing everything together into one.
Nike1970
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Posted: 2nd May 2011 17:23
1.18 Beta 14 runs on Windows 7 again... latest known version was 1.15..

Nike::
Red Eye
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Posted: 2nd May 2011 20:47 Edited at: 2nd May 2011 20:48
DELETING THE TEST GAME BUTTON


uzi idiot
Valued Member
16
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Location: Who Knows?
Posted: 2nd May 2011 21:58
Quote: "DELETING THE TEST GAME BUTTON"

you mean preview game?

My favourite update/feature was the integration of AirMod, DAI and the particle system (even though it slaughters my framerate!)


trubkiller
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Joined: 24th Apr 2011
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Posted: 2nd May 2011 22:56
1.18,allies

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