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FPSC Classic Product Chat / 2D/3D Shooter ala Doom, Duke Nukem 3D

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SyaPed
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Joined: 24th May 2011
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Posted: 24th May 2011 10:00
Hi, I'm completely new to this FPSC thing and I was wondering realistically how hard it would be for me to put together a simple shooter in the style of Doom and Duke Nukem 3D, meaning a 3D environment with 2D sprites for enemies, weapons etc. I'm an artist and have no coding skills.

Thanks!
Scurvy Lobster
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Location: Denmark
Posted: 24th May 2011 15:27
You can't do 2D sprite based enemies but you can simulate the effect with 3D. Do a forum search for Pencil Whipped and see an example.

xplosys
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Playing: FPSC Multiplayer Games
Posted: 24th May 2011 15:32
Well, that sounds exactly like what FPS Creator was created for. Creating this type of simple game is very easy. How hard it would be to do well would depend on your skill level and the amount of time and effort you are will to put into it. One of the good things about FPS Creator is the distance you can take it beyond where it currently is, or how far the envelope can be pushed. You'll want to learn the simple scripting language. It's not difficult and can play a big part in your game.

Happy game making.

Brian.

Gunbarrelguru
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Posted: 7th Jul 2011 08:16
I've been wondering if FPSC would ever be modified to create a raycasting enemy effect, also called 2.5D. You would need to learn alot about scripting. If this were to be developed, it would mean a significant boost in framerate as more enemy characters would be able to be added to the game, and more creative freedom could be had with FPSC.
old_School
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Posted: 7th Jul 2011 09:43
I belive for a 2D he would have better results with Dark Basic or the App software. Not sure what the App software can do but if its like the other app software out there it is designed for 2d and limited 3d. Since FPSC is for 3D FPS based, Id say overall Dark Basic would be best engine wise. If you want super easy and want to code using a more standard platform codeing, I'd recomend trying VB 8. Visual Basic is verygood for 2D as well and very easy to work with/learn. Plus its by Microsoft so you know its good lol I personaly live on the MSDN for VB love it.

But if you want to stick with TGC, I belive DB Pro has a free version you can use. DB Pro is fairly simple lang to learn as well but its not main stream. however, lots of peps on here can help and provide tools for it. I personaly decided to get away from using engines my self and went to pure codeing. I find it more of a challenge and I learn more.
Kravenwolf
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Location: Silent Hill
Posted: 7th Jul 2011 09:56
Wouldn't it be possible to create a 2D/2.5D shooting game now that we have the new commands in 1.18? Remember rolfy's limb hit detection teaser? So, in theory;

-Make a 3D scene/environment in FPSC.

-Take a screenshot of the environment at a side view to use as your 2D game background.

-Cut out objects in the screenshot intended to be in front of the play area and paste them onto planes in front of the play area, then move said planes into alignment back in FPSC.

-Create your enemies using 2-polygon planes along with bond1's animated texture shader. I believe commands are available in V1.18 to manilpulate the shader frame by frame(?) to control the idle, attack, death sequences of the enemies. At least I've heard talk of such.

-Using the same method as showcased in rofly's demonstration above, turn the cursor into the weapon, and when you click on one of the enemies, if "kills" them. Same point-and-click principal applies to item pickups, ammo pickups, etc.


(No idea if all or any of the above is actually capable of pulling this off. Would need to have someone more skilled with scripting come along to confirm). Just in the mood to cook up theories tonight, I guess.


Kravenwolf

old_School
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Posted: 7th Jul 2011 10:03 Edited at: 7th Jul 2011 10:04
Sounds like your talking about a crap ton of work. Better and probly faster to just go grab DB Pro, VB, or something designed to handle 2D. i mean Ive did simular things to what you described to get a good 2d image of a 3d model but that was more less just for a 2d image of the model and not to use it in a 3d engine. I think the result would be horrible.An yet as I say this, Im sure someone will spend countless hours to prove me wrong lol
Kravenwolf
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Posted: 7th Jul 2011 10:17
Quote: "Sounds like your talking about a crap ton of work"


Meh, not if you get someone that knows what they're doing on all the bases. Doesn't sound like it'd be much more of a task to make a short 2D mini-game with a few static backdrop levels than creating a full 3D FPSC game/demo with some nifty scripting effects.

Quote: "An yet as I say this, Im sure someone will spend countless hours to prove me wrong lol "


Not necassarily to prove you wrong. Sure, it'd be easier to pull off in DBPro, but I for one would welcome the challenge of pulling it off in FPS Creator. And I'm sure a lot of FPSC devs would like to see it done as well.

Kravenwolf

maho76
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Posted: 7th Jul 2011 10:34 Edited at: 7th Jul 2011 10:38
@threadowner:

go one way further and do NOT use 2d-sprites. if doom-makers would have the possibility and hardware to use poly-models instead of 2d-sprites, they would have done it (they did finally with doom3^^).

3d-entities in a 3d-enviroment is what fpsc is made for, and there you should start when you are a total beginner. climb the ladder step by step.

first learn something about scripting, its much more interesting to produce a good game than any graphic styling.
even if i´m a pro-designer: gameplay > all! and you will need to be able to rewrite some scripts to get the gameplay you want. its not that hard to get the basics. when you get them, THEN you can start to produce something really special like this retro-style of the old shooters.
Gunbarrelguru
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Posted: 7th Jul 2011 17:12
Quote: "go one way further and do NOT use 2d-sprites. if doom-makers would have the possibility and hardware to use poly-models instead of 2d-sprites, they would have done it (they did finally with doom3^^)."


Yeah, they would have. And the Doom, Wolf 3D, and Duke Nukem that we know and love wouldn't exist. Notice how thier are alot more mods and people still playing the old Doom clones than Doom 3. Why is that? It's because of the creative freedom and higher performance you get with 2.5D. Not everyone knows how to model a space marine, but pretty much anyone can throw on a costume and take pictures of themselves being a space marine, and then put those pictures into a fully functional in-game character.

And as far as taking pictures of 3d models and putting them into 2d games - which is called psuedo-3d or commonly called isometric shooters - those type of games are limiting when compared to a fully 3d game.
maho76
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Posted: 7th Jul 2011 18:54
100% agree, so look into the 2d-forum here around, there are some answers for him
Reptile00
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Location: Portland Oregon U.S
Posted: 8th Jul 2011 06:12
hi I have a problem with my FPSC game,It crashes at about almost the ending of the loading screen,is there anything I can do

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