Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Why does fpsc only focus on lower end games?

Author
Message
michael x
17
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 14th May 2011 10:14
@Thraxas

you will be surprise how easy it is to make any model fpsc ready. which one of the great things about fpsc. as wolf side it is pretty much easier and faster to make a game with fpsc. i have got a lot of models work in fpsc. check out my scifi game. i also have a magic to pull of things with x10. but one warning about the texture system of fpsc can be a pain because the characters like the barbarian use two diffuse maps. it not a problem as long you understand how fpsc works.without a shader the models work like a charm. it just about finding the right shader that can run two or more diffuse maps. as far as getting the character animation line up its real east once you understand it. they selling you rig ready models with very little effort on you part. if you want to know what you should buy or should not. let me know and i can tell you why or why not.

more than what meets the eye

Welcome to SciFi Summer
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 14th May 2011 12:10
I've bought static models from them before and imported them into FPSC. But with the animated models I wonder how they will work inside FPSC as they have different animations...

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.
michael x
17
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 14th May 2011 17:41
@Thraxas
animation works just find in fpsc but you will have to script for the animation. it real easy if you know script. plus you have to custom the fpe for the animation.

more than what meets the eye

Welcome to SciFi Summer
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 14th May 2011 18:10
Yes, you can use Bond1's monster scripts. Just replace the animation lines. (Don't forget to add them to the .fpe)



They work fine



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
underthegun
15
Years of Service
User Offline
Joined: 5th May 2011
Location: Atlanta, GA
Posted: 14th May 2011 19:08 Edited at: 14th May 2011 19:11
@Thraxas You def. caught me there. I did misspeak when using "noone" but we could also look at it on a larger scale. You take your game to a publisher, in 2011, looking like Doom. Are they going to take your project?

Do not get me wrong. I have seen some amazing games, graphically, in FPSC. Games that have really surprised me. For me, personally, I'm aiming for mid-2000s Lol
old_School
16
Years of Service
User Offline
Joined: 29th Aug 2009
Location:
Posted: 15th May 2011 01:24 Edited at: 15th May 2011 01:43
Crispex said something above about importing maps using FPSC. Great idea, wish some one would make the plug in. Well guess what, you could if u wanted too lol FPSC source code is aviable, u need Dark basic to complie it.

Now if someone was super cool, they would conver FPSC source code from DB to VB. Aka a more modern lang. and a lang that would be more adative plus allow more plug-in support. Just my thoughts but I been waiting FPSC source code rewrote in a new lang for years. Anyway main point is, if you want FPSC to import Gayrs Mode maps or other map formats. Buy Dark basic, edit the source code and your done. In fact Dark basic is free last time i checked. Which kinda ticked me off since I payed for my copy but its ok. Anyway everything is there and free so happy source code editing.

Edit:

Ok so I read through the 3 pages completely now. Holy cow people, you guys sure do complain alot about GFX. Here is a simple idea. most GFX and GUI based stuff is generic because your using what the basic engine provides you to begain so make your own walls images etc. Next light mappping, I agree FPSC you need to pick it up, your ability to light map is sad. Before 50 million of you jump on my back about lightmapping, get over your self. Other engines support light mapping way better and you know it. Next complaint I read. Optimization. You know in a perfect world that would be great. Here is a idea, how about we fix the engine first before we worry about optimizing it. I got a 2 gb mem cap still on this stupid thing. Who the heck has 2 GB on a modern computer and who even puts a mem cap on a engine. Next issue, how about we fix the engine so every time I mail it to a friend to test the game dont crash. They have DX 9 updated most even have DX 10 or 11 whihc I know has all of the DX 9 updates and more. So lets try fixing the engine so complied games will accualy work and play. Without giving 50 million stupid errors. You guys say post the errors. Well we do, so you know the errors it gives. Why don't you fix it. Again so stop worring about retarded stuff guys, lets fix the engine we have. Im so tired of makig games using the engine and they look great. One issue, I cant sell the dam thing because the games crash every 5 seconds. Or my fav they work perfect on my machine and crash on everyone elses.

So in closeing, lets fix the engines current problems sometime this centry. Stop focusing on stupid crap like GFX and lightmapping blah blah blah. Who cares, lets fix what we have 100%. Then we can add on junk and break it all over again. But for Godsake, lets get something working first. Just my thoughts.
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 15th May 2011 04:37 Edited at: 15th May 2011 04:41
Quote: "You take your game to a publisher, in 2011, looking like Doom. Are they going to take your project?"


Well I suppose that would depend on your game, and the publisher. I doubt one of the big publishers would look twice at your game, but maybe one of the smaller online ones would. There are a few people from the forum who sold their games to publishers and had boxed copies sold in stores, and they were games made with stock media.

Again I suppose it would depend on the genre for the game. FPS games are probably going to need to have all the bells and whistles if you want someone to pick it up. Whereas a simple puzzle game can get away with 'older' looking graphics.

One of my favourite indie developers game's look like arse but they are so much fun to play I don't really notice after the first minute or so. www.spiderwebsoftware.com The newest game Avadon is all sorts of awesome (only RPG lovers need apply).

Quote: " I got a 2 gb mem cap still on this stupid thing. Who the heck has 2 GB on a modern computer and who even puts a mem cap on a engine."


This is a fault of the design of 32 bit operating systems, not a fault with the engine. It's the operating system that means this limit needs to be introduced. I unofficially patched my copy of FPSC to use with 64 bit operating systems and haven't had any memory cap drama since.

@michael x & Wolf
Ok that's good to know because I really would love some of those characters in my FPSC game. If I run into any trouble with the .fpe I know who to harass via email

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.
michael x
17
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 15th May 2011 05:39
@Thraxas
be warn the character with guns will not have the same animation the fpsc made characters.getting them to work with any gun script is not going to happen you can some how give them fpsc animation and weight the model. I recommend getting any of the medevil models. email me and let me know what you pick. I can send you a custom fpe.

more than what meets the eye

Welcome to SciFi Summer
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 15th May 2011 05:49
Quote: "I recommend getting any of the medevil models."


Those are the ones I want, so that's good

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.
King Cobra
15
Years of Service
User Offline
Joined: 4th Apr 2011
Location: California
Posted: 19th May 2011 13:52
May I add something here?

I personally agree that graphics, while important, ARE NOT superior to gameplay, creativity and market demand. If people want to just shoot and kill things because they can't do that in reality (because they will be jailed and probably executed...lol) then they will not care "about a shader" or "where a light source for that red light is coming from..."

I am developing a game; I am soo new at this. I know nothing about shaders, lightmapping, etc. I just copy and paste, or drag and drop. I modify a few scripts and I have a level.

Now if you want to see screenies, you would probably say, "Man, that level design sucks! Your lights are all unbalanced, you have no shaders, blah blah blah..." Well, guess what? I made a demo of my game and distributed it to people who played it.

I already have 35 people as of this post waiting to buy the game when it is released (In Summer 2011). They all are willing to pay at least $20 for the game. My game! Built on FPSC!

That's what I'm trying to prove here. People in general are not going to waste time thinking, "Wow, I see a light but where is that light coming from?" Rather, they are thinking, "I have this gun and 100 bullets!" I need to shoot monsters, barrels, stop signs, whatever...for the adrenaline rush! Hahahaha...

I may be wrong here being a noob, but my game is getting some attention and some future sales. I am fine with that. I am not trying to release the next COD or Half-Life 2. Just a simple game that people can play on their computers to pass the time between lunch, class, or whatever.

--King Cobra
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 19th May 2011 22:14 Edited at: 19th May 2011 22:15
Quote: "I already have 35 people as of this post waiting to buy the game when it is released (In Summer 2011). They all are willing to pay at least $20 for the game. My game! Built on FPSC!

That's what I'm trying to prove here. People in general are not going to waste time thinking, "Wow, I see a light but where is that light coming from?" Rather, they are thinking, "I have this gun and 100 bullets!" I need to shoot monsters, barrels, stop signs, whatever...for the adrenaline rush! Hahahaha...
"


In what parallel universe?

seriously no offence...I experienced that too...But I did experience aswell that most people who come up with "I would buy that" ...actually wouldn't.

So you basically say that level design, artistic aspects and deep gameplay development do not matter as long as the player has something to shoot? Now come on =/

And you don't get an adrenaline rush in a game using stock FPSC Settings I can sign that with blood if you want me to.

And I would not want to create games for people who "just want to shoot stuff"... I mean, there is enough (pardon) crap out there for these guys (excluding your project King cobra...I don't know it)



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter: @Serygala
Payam
17
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 21st May 2011 09:49
I think this post will end this thread.

It's not FPSC which is focusing on lower end games.
The users focus on low end or high end games then never say it's about a game engine because it's about people.

So the subject of this thread is completely wrong.





Have our guns was a mistake!!!

I am PaYaM
PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 22nd May 2011 19:45 Edited at: 22nd May 2011 20:10
Quote: "People already think TGC is too expensive"


Wow really? Who would think that? TGC is the cheapest game creation community I've ever seen, without question. With a complete engine that comes with a decent collection of stock media with lots of community support for under 50 bucks is crazy (FPSC of course). And with lots of assets on the TGC store that are usually a fourth of the price of other 'professional' media sellers' assets (Turbosquid for example), you just can't beat it. I don't see why you would complain, it just seems it's a bunch of little kids who can't get their parents to pay for the media that complain the most.

EDIT: Didn't see this thread had 3 pages


PWP-Media has been taken down due to a name conflict. The new website will be up shortly.
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 22nd May 2011 20:46
Quote: "Wow really? Who would think that? TGC is the cheapest game creation community I've ever seen, without question. With a complete engine that comes with a decent collection of stock media with lots of community support for under 50 bucks is crazy (FPSC of course). And with lots of assets on the TGC store that are usually a fourth of the price of other 'professional' media sellers' assets (Turbosquid for example), you just can't beat it. I don't see why you would complain, it just seems it's a bunch of little kids who can't get their parents to pay for the media that complain the most.
"


This.

Quote: "It's not FPSC which is focusing on lower end games.
The users focus on low end or high end games then never say it's about a game engine because it's about people.

So the subject of this thread is completely wrong.
"


And this.



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter: @Serygala
Payam
17
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 23rd May 2011 17:46
@Wolf,
By quoting my comment as the answer of PW Productions you mean my comment is bad?/or good?
Sorry I didn't understand why you done that.

Have our guns was a mistake!!!

I am PaYaM
Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 23rd May 2011 18:09
What Wolf meant by quoting it is that he agrees (with both comments)...you'd think that's fairly obvious.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Quel
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location:
Posted: 23rd May 2011 18:43
FPSC is a kid's toy, that's pretty obvious it isn't expensive. I think the basic step to look at it as an FPS making 'engine' like the 'Unreal engine and friends', is a serious rethink of the name. This title means "click and drag kid, you can't do more".

By the way, the good ol' engine question... I'm having a hard time believing the fact that people think the definition of "engine" is a drag&drop tool. Studios don't develop dragging and dropping for time periods of 10 years! It has already been done by the very first Windows. And i do it in a short afternoon.

The engine means technology of display.

...what TGC has is what DirectX9 can do. So don't talk about engine, it's a tool.

What many, and also i tend to say is that the stuff that truely has got potential here at TGC are poorly supported. You can call them (DBPro and its add-ons) expensive, but just be correct, and let's admit, DBPro is alone capable of the stuff you want, all the add-ons are mostly for untalented newbs who think they are going to make something groundbraking and original by using the very same cloud generation tools everybody does, the very same 3d models, music, sounds and textures every body uses, and the stupid AI which comes up in every half made games done with DB.

What FPSC can do, so can DBPro. There is only need for a guy who doesn't "waste" time doing a tool, but rather a game. If Lee didn't care about people wanting to make games, he would already have not one awesome fully completed title behind him. I guess he is not an artist, but i'm pretty convinced that he can pull off the programming side for basically anything.

-In.Dev.X: A unique heavy story based shoot'em ~25%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Wraith Staff
19
Years of Service
User Offline
Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 23rd May 2011 21:28
I've always wanted it to be called First Person Game Studio

New sig in the process of being made
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 24th May 2011 04:02
Quote: "FPSC is a kid's toy, that's pretty obvious it isn't expensive. I think the basic step to look at it as an FPS making 'engine' like the 'Unreal engine and friends', is a serious rethink of the name. This title means "click and drag kid, you can't do more"."


Have you even bothered to look at what some people achieved here with this "kids toy", fella?



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter: @Serygala
xplosys
20
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 24th May 2011 04:17
You do know that he was just trying to get a rise from us, don't you?

Payam
17
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 24th May 2011 15:16
If you say why TGC is focusing on low end games your topic won't be grammatically wrong but actually TGC don't like this so they work a lot on their game engines and other tools and again your thread's subject will be wrong.

My English is not good but I can understand a program can't focus on anything and FPSC is a program.


And the starter of this thread(warstormed)is not posting here anymore and you are wasting your time.
I think this thread should not lock but it should completely delete.

Have our guns was a mistake!!!

I am PaYaM
Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 24th May 2011 15:31
I don't think the thread should be deleted or locked.

This is an interesting debate. This forumn consists of a large number of FPSC users with varying degrees of talent and experience and it's great to hear their thoughts about FPSC be they positive or negative.

I for one like FPSC. I am new to all this, granted, but the low cost of the initial product and the enormous generosity of the forum has inspired me to keep at it and create something. How can something that does this be bad?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Wraith Staff
19
Years of Service
User Offline
Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 27th May 2011 08:36
@Ched80 Agreed. I think that as long as this thread doesn't devolve into trolling and flaming, then it's a fairly intriguing discussion

New sig in the process of being made

Login to post a reply

Server time is: 2026-06-29 18:19:41
Your offset time is: 2026-06-29 18:19:41