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FPSC Classic Product Chat / FPSC & MSDN Compatability

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GR1TZN3R
18
Years of Service
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Joined: 11th Jan 2008
Location:
Posted: 15th Jun 2011 08:48
Hello,

& thank you for reading.

I'm hoping I might be able to discover the conditions of compatibility when it comes to a finished FPSC language project being published through MSDN, formerly known as XNA, seen here - http://create.msdn.com/en-US/

I sincerely hope there is some hope for publishing through a platform like xbox 360, on a channel as great a Xbox Live, OR at the very least,
Playing such a project on a PC using an xbox 360 controller.

Can anyone emlighten me?

Please and thanks,

Michael.

Your signature has been erased by a mod - no larger than 600 x 120 please
The Zoq2
16
Years of Service
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 15th Jun 2011 09:08
Playing the game with an xbox controller is allready opssible without XNA/MSDN, porting the game to xbox is not possible right now. A lot of people have atempted it but as far as i know no one has succeded

Srry about my english im from sweeden
Anigma
15
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Joined: 25th Mar 2011
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Posted: 16th Jun 2011 17:12
I would think that in order for this to work (porting to xbox) you'd have to wrap the project in some sort of PC emulator for the console, so that the FPSC executable thinks it's running on a PC.

Would be interesting, but well beyond the skillset of most FPSC users, myself included. For a lot less hassle and work, you could use Unity to build your game instead, and it would run on the console natively. I've seen some videos where folks took FPSC assets and used them in Unity (so cool, please teach me how to do that, someone). I'd much rather learn that then try to get an FPSC executable to work on an xbox or ipad or insert-something-other-than-a-windows-pc-here.

It compiled! Ship it!
Airslide
21
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 16th Jun 2011 20:14
The performance of FPSC/DBP code is already somewhat dismal, don't try and put it in an emulator!

You'd be better off creating your own engine in C# with the XNA Framework and using FPSC media. But that is no easy feat either.
Anigma
15
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Joined: 25th Mar 2011
Location:
Posted: 20th Jun 2011 16:28
Quote: "The performance of FPSC/DBP code is already somewhat dismal, don't try and put it in an emulator!

You'd be better off creating your own engine in C# with the XNA Framework and using FPSC media. But that is no easy feat either. "


Exactly, which is why I suggested something like Unity instead. Why reinvent the wheel? It's very possible to create an FPS every bit as good, or even better than, FPSC using Unity which can then be published to PC, Mac, iDevices and consoles from the same project.

The one thing you can't beat FPSC for though is ease of use. I can bust out a decent level in less than an hour with FPSC, whereas I don't even know where to begin with Unity. Sigh. I guess I need to stop being so lazy.

It compiled! Ship it!
2Beastmode4u
15
Years of Service
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Joined: 14th Feb 2011
Location: Loading...
Posted: 20th Jun 2011 17:28
Unity is actually really easy to use. The only hard part is the scripting but with all ot=f the scripts that it comes with there is no need. It's can make much better scenery than FPSC, but FPSC is has an easy FPI language which is why noobs are recommended to get FPSC over Unity. Unity though has the easiest drag and drop system the world has ever seen. Both are good, but if you want a game to have amazing scenery then use Unity, if you want a game to have great scenery and simple to script lang. then FPSC is the one for you. Now with FPSC you won't have all of those amazing shadows (unless you use a mod) or birds flying (which could be possible) or swaying trees (This i believe is impossible with FPSC at this point of time) but FPSC is easy to use and can make games just as good as Unity (minus the scenery).


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators

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