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FPSC Classic Product Chat / The future of FPS Creator? What do you think will happen? What do you think it will be like? {Discussion Thread}

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Hamburger
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Posted: 4th Aug 2011 06:42
I'm just starting this thread because I would like to know what you guys think fpsc will be lke in the future (next 2 years or 5 years).

My prediction: I'm seriously wondering (and hoping) if TGC will rewrite the whole fpsc engine in DGDK, and maybe it will be called fps creator 2.0 (or something cool like that) and maybe it will be up to par with AAA games (or at least AA). It would be a totally new product besides the regular fpsc (but still compatible with the current media, so users don't have to buy new packs) and have the same file structure.

This isn't a feature request but I just wanted to wonder what you guys may have been... well... wondering... about THE FUTURE OF FPSC!

You get the idea, so post away I guess...

Check out my turbosquid account (newly updated with better 3d models and textures)

http://www.turbosquid.com/Search/Artists/PancakeMan96
Desecrated Studios
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Posted: 4th Aug 2011 07:20
I feel like if they rewrote the whole thing it would end up costing a lot more..

But it would be really cool if the FPSC engine could someday do the stuff that CryENGINE or Unreal Engine can do!

Really all FPSC needs right now is better AI, because the current system is quite bad..

But other than that, graphics wise FPSC is doing pretty good. We need more editor options though. Like the Sims, and how you can lower and raise land/ground, or color different textures over a surface (The grass in the sims). THAT is what i want them to do, but that would probably require a lot of time and effort.

But if you think about it, it would bring in so many more FPSC users!

ASTECH
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Posted: 4th Aug 2011 07:46 Edited at: 4th Aug 2011 07:51
Quote: "My prediction: I'm seriously wondering (and hoping) if TGC will rewrite the whole fpsc engine in DGDK, and maybe it will be called fps creator 2.0 (or something cool like that) and maybe it will be up to par with AAA games (or at least AA). It would be a totally new product besides the regular fpsc (but still compatible with the current media, so users don't have to buy new packs) and have the same file structure."


I think they already tried something like this (cough) X10... but seriously, I do get what you are saying.

Quote: "But it would be really cool if the FPSC engine could someday do the stuff that CryENGINE or Unreal Engine can do!"


At the $50 or less price range for FPSC, you can't expect all of that. I wouldn't doubt that if they made FPSC have more rendering power like UDK, you'd be paying a lot more down the road then just your $50 for the kit.
Desecrated Studios
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Posted: 4th Aug 2011 08:08
Back when i bought FPSC i was kind of Eh about buying it because it was $50, but if all of the new updates and media in the new version were back then i would have been willing to pay like 100! But yeah, i understand that it would be more expensive..

Bugsy
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Posted: 4th Aug 2011 08:40
wait a second
can you define some examples of
"AAA" games, as well as "AA", and for that matter "A"
?

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skype = isaacpreston. I want to talk to YOU
Desecrated Studios
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Posted: 4th Aug 2011 08:46
I think he means xbox/ps3 games? Such as Call of Duty and other such games? I could be wrong, but im guessing that's what he meant..

The Zoq2
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Posted: 4th Aug 2011 10:21
FPSC is awsome as some people allready said with better AI it would be even better (TF343) is a realy big step allready. As a lot of people allready said, terrain editing would realy be a step forward but fpsc has some performance issues wich shuld probably be fixed first.

What I realy want is an upgrade of the flak system because as it is now it's pretty ugly. I havn't tried the new "scriptable" flak because I have no idea how it works. Better looking explosions wouldn't hurt either

Srry about my english im from sweeden
maho76
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Posted: 4th Aug 2011 13:36 Edited at: 4th Aug 2011 15:16
how fpsc-games look is your part, mainly not a problem of the engine. it only gives the frames where you have to work in.

engine-probs are screen-resolution (HUDS),polycount, compatibility and ai, my 2 cents (at the moment, i am a total noob).

most other things you can work around with progs outside and creativity, as far as i know cryengine has nearly nothing out-of-the-box, you have to do ALL things by yourself.
how a game looks and gets played is 90% about the artists (fx,coder, cleaners, engeneers, audio-artists etc.) that work on the game, only 10% engine. even with cryengine you need a team of real specialists to get a commercial game done.
look through the showcase/wip and the forums, search for cleanup-methods (hard work) and you can upgrade your game by 200%, even in fpsc (see WOLFs work).
to get a really good and new trippleA-game its neccessary to rewrite nearly the whole engine... every engine, i am sure for thats the way most aaa-games get made.
main problem of all the fpsc-media is that it has to fit for all of us, so there are many unneccessary animations, bones and much more that consumes performance. when you rewrite every media for its special use in a special place of a specified level of your game(done in all the commeercial games), you can increase performance a lot. finally you have to do a MOD special made for only your game to get a real good one, but that will be more work than one can do when you have a setting of 8hours gameplay and more, so leads to a big team, has to be paid, need money, have to earn money with your game > commercial product, and then you can use any other engine than fpsc, you dont need it for something like this, there is better out there when you are forced to pay thousands/millions for developing.

i think the main problem with that engine is in our minds, so we want an engine that can do a COD/whatever with a few clicks within a month for all the different games made by us. NOT POSSIBLE,people, you have to recognise that these games need 3-5 years engeneering, by 30+ people (PRO-artists), 8-12hours on 5-7 days a week.
have you done this in fpsc? try it, then we can see how far away fpsc is against engines like cry or others. but you cannot complain a game made within a month by one person to a pro-game made in 5 years by 60 people, or better, when you see where the new COD is based on, a game that is developed for 12 years overall now, by 200+ people.
and when you hear of samples like crysis, made by 4 people in the garage: sorry, only the basic elements of the game. there where many freelancers on the project, they simply "forget" to tell that even with this its great to get something like that "independant" against the ea-games, but as with "blairwitch project" on movies, its the lucky exception in the mass of lost dreams.

and NO, its not possible to finish one level of COD in fpsc-engine within a month. design (and coding etc.) is a process that needs a lot of time. you dont do one complete-builded level after the other (graphic, gameplay,audio etc.) over 3 years until finished, you dont work in a row. even a trippleAgame looks and plays like sh*t in the first/second year, simply because you will have new ideas and improvements on all workflows with every delevopment-showcase until the product is nearly finished (good example on this is STALKER, 3 months before release nearly unplayable, masses of errors, looks like crap, no sounds etc.)

so fpsc will be the thing that it is today, even in the future: a nice and cheap out-of-the-box-editor for hobby-gamemakers (in 99% of the cases ) for small games to have fun in game-making. and within these limits i think its a real good one

screen-resolution (HUDS)
better polycount/performance on npcs/shaders
compatibility
more script-commands (=ai and more)
revised fog/water-options

for 1.19, thats what i want to see over the next years. everything else is on us.
Soviet176
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Posted: 4th Aug 2011 15:13
FPSC single player will get some pretty cool updates.

Multi-player will still not have been touched since version 1.0

^ LOL

In all honesty I think it will get some nice make overs.


Leongamerz
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Posted: 4th Aug 2011 16:24 Edited at: 4th Aug 2011 16:28
I actually think FPSC is now good than the older one.I think TGC will fix the poly count.If the poly count is still in FPSC,we cannot maked outdoor game with great fps maybe someday dynamic shadows will come to us,trust me.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude,Dark Goblin And Lee Bamber is my icon.

2Beastmode4u
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Posted: 4th Aug 2011 16:50
I'm hoping that they add dynamic entities to Multiplayer.


Cheers.

God help me, Please.
Wolf
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Posted: 4th Aug 2011 17:00
Quote: "right now is better AI"


How come people requesting these are always guys that never wrote their own?

I make serious coffee - so strong it wakes up the neighbors.
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2Beastmode4u
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Posted: 4th Aug 2011 17:02
Quote: "How come people requesting these are always guys that never wrote their own?"




Cheers.

God help me, Please.
BlackFox
FPSC Master
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Posted: 4th Aug 2011 17:16
AAA games are out...

AAAA games are in, and that is where FPSC will be in the future.

Quote: "How come people requesting these are always guys that never wrote their own?"


Drat. You beat me to that...

- BlackFox
Hamburger
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Posted: 4th Aug 2011 17:57
When I said AAA I really just meant "good" lol but yeah. Hopefully fpsc will fix its pitfalls with the ai and everything, and then it will be able to compete (maybe...) with the big boy engines. I wonder what 1.19 will be like...


Also, this is rather off topic, but was version 1.19 postponed for development until after the App Game Kit was released? If someone could just answer this question in a single post it'd be great.

Check out my turbosquid account (newly updated with better 3d models and textures)

http://www.turbosquid.com/Search/Artists/PancakeMan96
firelord
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Posted: 5th Aug 2011 00:28
i agree fpsc has come a long way since versoin 1.01 but better ai would be an advantage im a level desginer and make models...used to program in the days of the spectrum 48k...but some people dont no how to script and ai is probably the hardest thing to script easily...most game engines when you say ai the forum will say yes but ai needs to a platformer or a rts, well fpsc is a first person shooter engine so you only need one type of ai....= first person shooter ai...so most people on these forums would pay to have a goood ai script like for example cod or battlefield ai...this is not a request just saying a goood ai would make fpsc so much better..as far as graphics go its not aaa standard but with custom textures models and entites fpsc is capable of some pretty amazing stuff...the poly count is a problem so maybe a future version would be 64bit and scrap the 1.86gb limit..
The Nerevar
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Posted: 5th Aug 2011 01:19
I think FPSC x9 could use the features that X10 has.

I'd have to say........ The Game Creators can make dreams come true.
Wolf
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Posted: 5th Aug 2011 01:45
Quote: "but some people dont no how to script and ai is probably the hardest thing to script easily"


In this case they can slowly learn how to do it instead of making one "we want better AI" post after another. The one that comes with the Taskforce Pack is already pretty great, maybe you could start from there.
People who want someone else to do all the work for them so they can just play a little in the mapeditor should stick to playing games instead of making them.

Quote: "and then it will be able to compete (maybe...) with the big boy engines."


Sure! A 50 Dollar engine coded in dark basic pro is going to compete with modern thousands of dollar engines. Sounds perfectly plausible to me...


Quote: "cod or battlefield ai..."


Yeah, the AI you see in huge productions like these that have a budget to buy an entire third world country and pro's coding the AI in a completely different and much more modern engine are totally possible in FPSC.

Quote: "I think FPSC x9 could use the features that X10 has."


Name one feature that X9 does not have?

The ignorance and immaturity going on in some requests here is really going over the top. How about getting real? FPSC 1.18 is perfect for me and I might only speak for myself, but I'm happy with what I got and it is far more anyone ever expected from FPSCreator. So quit whining and start to create something on your own.



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
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The Nerevar
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Posted: 5th Aug 2011 01:49
Quote: "Name one feature that X9 does not have?"


Easy in game water,bloom,and shader editing, easy to set up allys, without the confusing Dark AI.

Quote: "So quit whining and start to create something on your own. "


I'm not whining, and I'm trying to work on it.

I'd have to say........ The Game Creators can make dreams come true.
Nomad Soul
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Posted: 5th Aug 2011 02:17
FPSC is a great engine and its clear a good game can be made with it now if you work within its limitations using custom media and good scripts. As has already been mentioned this still requires a great deal of effort and some talent though.

You only have to look at the community galleries now to see how much FPSC has evolved especially since V117 with the new shaders and post processing effects. If the engine performance was as good as the graphics you would see more commercial games coming through. I hope they can add a culling system one day.

The only remaining feature I would love to see on the graphics side before I move on is dynamic shadows. Its one of those features we are spoiled with in modern games and you just expect it now but it makes things SO much more awesome. Whats even more painful is we have seen it done well in LR mod but its still out of reach. At least we know its possible now.

I would like to thanks all the people that have helped push the engine forward like Airslide, Bond1, Errant AI and Hockeykid. Without them we would still be on v116 dreaming of all the cool stuff we have right now.

Maybe Lee will be inspired to look at FPSC X11 and he can use hardware to overcome some of the technical challenges we are faced with the ageing code base we are trying to breathe new life into now.

ASTECH
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Posted: 5th Aug 2011 03:01 Edited at: 5th Aug 2011 03:02
Quote: "Maybe Lee will be inspired to look at FPSC X11 and he can use hardware to overcome some of the technical challenges we are faced with the ageing code base we are trying to breathe new life into now."


I think it is safe to say that there could be no better time then now. You can buy decent budget X11 cards that compare to the
9800GT today! Maybe not cuda core wise if you get an Nvidia X11 budget card... but clock speeds... that is for sure.
maho76
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Posted: 5th Aug 2011 10:50 Edited at: 5th Aug 2011 10:51
Quote: "Easy in game water,bloom,and shader editing, easy to set up allys, without the confusing Dark AI."


edit the fx-files to do the same as in x10 ingame, just a little more time to load the testlevel and its done.

ai-setting in x10 is nothing else than the appearscript we use to set up ally or enemy, so the same. no features left except ...

...the FOG-setup and the compatibility of fog and all the shaders with dx10+.
THATS what has to be done instantly, but thats a thing only bond1 can do i think
therefor main prob in this case is: its dx9, not a bigger version we have to use.
RAXMUX Games
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Posted: 5th Aug 2011 16:23
FPSC will NEVER be like these big engines such as cry engine or unreal engine, it's still a 50 dollar engine for geeks like us
But it would be pretty good if x9 could get x10 in game sliders.

Just call me Raxmux
Hamburger
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Posted: 5th Aug 2011 17:00
Quote: "FPSC will NEVER be like these big engines such as cry engine or unreal engine, it's still a 50 dollar engine for geeks like us
But it would be pretty good if x9 could get x10 in game sliders.

"


Quote: "and then it will be able to compete (maybe...) with the big boy engines"


YEah I know, when I kinda meant big boy engines I meant some more powerful ones, like leadwerks (possibly...) I should have just said leadwerks or something instead...

Let's try to keep the "I would like to see blablabla better ai blablabla" posts down guys, because they just belong in the feature creep board then. I just wanted to know what you guys think fps creator will be like in the future 5 years from now, not the next update.

[/href]
xplosys
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Posted: 5th Aug 2011 19:24
I see it pretty much being as it is now, with a few mods and tweaks that might keep it fun and usable. Computer years are like dog years, seven to one. Five years from now is an eternity and the already ancient technology of FPS creator may not be able to be stretched - kicking and screaming - that far.

Brian.

Marc Steene
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Posted: 5th Aug 2011 19:28
I hope that when TGC is done with AppGameKit, they'll come back to FPS Creator, tear it apart, and rewrite it from the ground up with modern graphical features, and better performance, then market it as a brand new product rather than an update to FPSC, and give current FPSC users a discount. It's been an extremely successful product so it's definitely something they should look at.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nickydude
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Posted: 5th Aug 2011 19:38
They should abandon FPSC....








...and create FPSC V2, a complete rewrite to take advantage of the latest technology. of course they should charge a hell of a lot more.

I reject your reality and substitute my own...
Marc Steene
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Posted: 5th Aug 2011 19:40
^ - I agree, there'd be so much demand for an engine with the usability of FPSC with the graphical and gameplay features of an engine like Unity - in fact, I think that might be a gaping whole in the game engine market which TGC could easily jump into and take advantage of.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Desecrated Studios
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Posted: 5th Aug 2011 19:44
@Marc Steene - I totally agree! With everything you just said! I was un-aware that they have stopped working on FPSC... But even if they made the price of FPSC like $150, i would still buy it then if it had all of those improvements. A discount would be nice, but i think i would still get it! But i definitely agree with you Marc!

raymondlee306
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Posted: 6th Aug 2011 00:55
About the better AI. I also use the Unreal Development kit and the limited AI it comes with it is really weak also. But you can make your own, just like here in FPSC. AI is not the responsibility of the engine, it is yours to create in all engines.
Hamburger
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Posted: 6th Aug 2011 01:39
Quote: "I hope that when TGC is done with AppGameKit, they'll come back to FPS Creator, tear it apart, and rewrite it from the ground up with modern graphical features, and better performance, then market it as a brand new product rather than an update to FPSC, and give current FPSC users a discount. It's been an extremely successful product so it's definitely something they should look at.
"


Quote: "They should abandon FPSC....

...and create FPSC V2, a complete rewrite to take advantage of the latest technology. of course they should charge a hell of a lot more.
"


This was what I was thinkin of also, it would be cool, but would probably take a long time, but it would be well worth the wait!

@nickydude: When I saw "they should abandon fpsc..." in your post while scrolling down I was like "what? NoOoOoOoOo!" and then I saw the other stuff about fpsc v2, and you had me fooled pretty good!

[/href]
maho76
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Posted: 7th Aug 2011 18:07
when they will use same scripting methods so you can use the old conditions/actions in addition to new ones, and as a bonus you can load your maps builded with x9, i agree
Nomad Soul
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Posted: 7th Aug 2011 19:02
I know X10 was a flop but I think TGC paid the price for under delivering big time on the features that were promised compared with the end product. It should have been great.

If they started again and retained the same editor and ease of use with better graphics, AI and performance it would be a hugely successful product I'm sure.

We need things like deferred rendering and a good collision and culling system so we can add more detail in maps without getting killed on performance.

I don't think the existing engine has all that much left to offer. we can add more features but the performance trade off on there is no longer reasonable. The foundations need to be fixed before anything else can be added.

Captain Coder
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Posted: 8th Aug 2011 04:42
What FPSC will be like in 2-5 years? I don't know.

Well, v1.18 has weapons-with-hands, water, entity flak (don't know what that is), GUI scripting editor, and... what am I forgetting?

Quote: "I hope that when TGC is done with AppGameKit, they'll come back to FPS Creator, tear it apart, and rewrite it from the ground up with modern graphical features, and better performance, then market it as a brand new product rather than an update to FPSC, and give current FPSC users a discount. "


I like that idea! Except... I think they should offer it as an update to those that already have FPSC x9, but sell if from the release-date forward as a new product to those who don't, charging a couple extra bucks for it with all the new enhancements they'll put in.

That's my opinion.

Thanks for listening,
Captain Coder
Airslide
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Posted: 9th Aug 2011 04:56
The engine has a lot of bloat but a good deal of the performance hinderance is due to some weird coding. For instance:



See the parts with the ABS command? Abs is short for absolute, which means that the result will always be positive. Now, if you are squaring the value (multiplying it by itself) it will always be positive, because a positive times a positive is a positive and a negative times a negative is a positive. The abs command in DBP is, from what I've read before, a bit slow (and at any rate, it is unnecessary here). There's also some cases where the sqrt isn't necessary but that depends on the circumstances.

I did a LOT of fixing up for AirMod SE (the unreleased special edition). I sent the source to Hockeykid (I think it was him anyways - been awhile ) and he did integrate some of the features, but I wouldn't be suprised if he overlooked things like that (and wouldn't blame him either). I remember swapping the EXE for one of Nickydude's games that ran at 15~20fps on my computer and getting a flawless 60fps.

There's also things like what looked like an attempt to optimize the plrcanbeseen command, where it is only supposed to update every 5 frames. Unfortunately, if I recall, it did the calculations every frame but only stored the result every 5 frames

If the Google Code version is up to date and stuff like that is still sitting in there, I'll have to see if I can arrange to fix some of it up - would be a nice weekend project I think.
Le Shorte
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Posted: 9th Aug 2011 06:47 Edited at: 9th Aug 2011 06:51
Quote: "Name one feature that X9 does not have?"

DirectX 10


In all seriousness, I can't see FPSC being viable in its current state, even heavily upgraded, in five years. It's still in the limitations of Dark Basic. It's still got performance issues. It's still got the "HEY! I'M MADE WITH FPSC!!!" feel. And quite frankly, pretty much all the FPSC games I've played feel exactly the same.
I still love FPSC, but in a few years, it will be completely obsolete more than likely.

Cheesehead for life.
srealist
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Posted: 9th Aug 2011 16:46
FPSC v2 was made already. It's called FPSCx10 and the community almost entirely rejected it. Where's the motivation for TGC to go down this path again?

I've seen this same struggle occurring at my work with programmers clinging to a Dx9 engine saying "oh but we can add the features of dx10 or dx11". That type of logic does not lead to sustainability and by not embracing FPSCx10, this community is kinda fractured. There isn't a linear progression.

That said, I'm sure TGC will figure something out.
Marc Steene
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Posted: 9th Aug 2011 17:14 Edited at: 9th Aug 2011 17:15
Quote: "FPSC v2 was made already. It's called FPSCx10 and the community almost entirely rejected it."


Simply because it was released at the wrong time. When X10 was released, very few people had Vista, let alone a DX10 capable graphics card, so it had a very small user base right from the beginning. This, in combination with a lack of a source code release stopping the production of mods, along with very sporadic updates, followed by the huge upgrade X9 received giving it most of X10s features, followed by the announcement that X10 would receive no more support was the final nail in the coffin. TGC tried to compensate by releasing the source code and allowing X10 serials to be used with X9 but they failed.

If TGC had made X10 not be DirectX10 dependent (so all systems could use it, and those that are X10 could take advantage of the features) and discontinued X9 and made all future updates be with X10, it would have been a much more successful product.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
srealist
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Posted: 9th Aug 2011 17:19 Edited at: 9th Aug 2011 17:20
@Marc Steene, I agree with everything in your post.

But x10 isn't dead. And we are seeing a lot of new energy in the x10 forum lately.
Hamburger
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Posted: 9th Aug 2011 17:28
Quote: "...and the community almost entirely rejected it"


I think another reason it wasn't successful was because there were so many features that were promised in the tech demo, but were taken out for stupid reasons (soft stencil shadows and I cant remember some of the others). The end product was nothing like it was supposed to be, it was more of a "FPSC X10 Lite"... It was also a buggy buggy buggy program (I could never update the thing without getting an error message...)

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srealist
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Posted: 9th Aug 2011 17:34
True but x10 has come a long way since its early releases and a lot of work has been done on Mystic Mod as well as some crafty non-programming solutions.

Check out our solution for particle systems:
http://www.vimeo.com/27361251
Teabone
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Posted: 9th Aug 2011 19:33 Edited at: 9th Aug 2011 19:37
I'm actually pretty proud of how FPSCx9 is currently going.

However, one thing that has always bugged me was that when I have released projects made with FPSC I ALWAYS have to manually install DirectX9 on the users machines for them. Maybe I just need to learn how to build a setup.exe that gives the option to install directx9 rather than just unpackage it some place on the users computer; where they will unlikely know to then go in and use the install file that was unpacked to install it.

I've had dozens of people complain about having to manually install directx9. Is there a way to make it easier for the user to do this? The only directx9 files i can find just unpack a ton of files and then you have to go through those to find an installer.

Other than the directx9 installation difficulties for our users that will be playing our games... I do like where FPSC is going. I'm not that all concerned about the multiplayer aspects.

xplosys
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Posted: 9th Aug 2011 19:46
Quote: "If the Google Code version is up to date and stuff like that is still sitting in there, I'll have to see if I can arrange to fix some of it up"


That would indeed be a treat for us all and very much appreciated. A good going over and cleaning/optimizing of the vanilla code would be better to me than adding any features to a messy code.

Brian.

srealist
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Posted: 9th Aug 2011 20:11 Edited at: 9th Aug 2011 20:19
@Teabone, I successfully installed and ran an x9 and an x10 game on a ARCHOS PC Tablet that runs Windows 7 Starter edition. It wouldn't allow me to install directx9 or 10. So, all I did was take the dlls and place them in system32 and they BOTH worked (albeit they ran at about 10 fps).

I guess my point is that I was able to get the games working with just the dll so I'm sure there is a way to package your games with just that one file - though I am not sure what legal constraint might exist.

I've not tried it yet as I have not distributed my work. However, in 2012 my lab will be releasing 15 x10 educational mini games as part of a NSF grant we are working on....so this will be a major concern for me as well.
Wraith Staff
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Posted: 9th Aug 2011 20:30
I don't quite know what I actually see FPSC becoming, but I know what I'd definitely like to see:

DBP allowing larger builds without degradation, allowing more to be crammed into the source.

Basically add all of v1.18, with the features of LR Mod, Project Apex, Project Blue, Fenix Mod, RPG Mod, EFX and x10 added. Then strip out all the redundancies. At this point make it able to run without having specifically DX9 installed (like if I have DX10 or DX11, it can run without problem).

Make it completely open source under Open GNU.

Then include tools like (though obviously not exactly) FPSC Toolbox, Firma, Alfresca, FPI Editpad, Maptastic, GUI x9, HoleZ and more, directly into the engine so you have a more complete development experience within the confines of the editor.

Add features like directional lighting, updated lightmapping, better shader support, more comprehensive waypoints, better Dark AI and tons of other user-requested features that I can't seem to remember right now.

Then add the web-based playing support that fell through and re-design the GUI to be even more user-friendly.

Make a Wiki to serve as a repository for every single great tutorial and snippet of knowledge (as even though many of these are readily available, many go relatively unseen and/or unloved by many users). Add easier access to an overhauled/more user-friendly TGC store, so every bit of free media on the forums is readily available (as well as all the MPs).

And last, but not least, change the name to First-Person Game Studio. By the end of this, you should have a studio with all the glam of Unity, with the user-friendliness of GameSalad.

New sig in the process of being made
srealist
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Posted: 9th Aug 2011 21:23 Edited at: 9th Aug 2011 21:25
The future of gaming is definitely in-browser. Torque, Unity, UDK, etc. already have it. I can't even being to imagine the programming challenges that poses, though...

BTW, on the topic of Unity...I have a close friend that has worked extensively in Unity everyday for the last 14 months and he says it is riddled with problems.
Captain Coder
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Posted: 9th Aug 2011 23:30
Thanks for the tip Airslide! I'll have to remember to keep an eye on that if I write my own mod.

Very interesting conversation going on here. It's fun just to watch.

Captain Coder
michael x
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Posted: 10th Aug 2011 02:11
this run and gun program has been the underdog for years.but it does not matter if its x9 x10 or x11.I doubt other engine depends that much on what dx you have as longs you computer is not outdated.sure fpsc lack in the AI.but the AI is under your control so it what you make it.this engine is not something to sleep on, every engine is going to have its bugs.for that you have to learn how to deal with them.

this engine lack performance which is very important because of all the new features.even fpscx10 could not handle full on features with a large level.so I'll break down to fpsc.not x9 or x10. just fpsc.I can run any program does not matter what the specs are.if more people had the type of computer i have programs like this would not have to limit its specs.

some people here does not have the type of pc that can even run udk at its high specs.fpsc allow all to be welcome to create a video game.even people with low specs can run fpsc.fpsc is easy to use and is not going anywhere no time soon.because we are not going to stop using it.I may use another engine but I'm not going to stop using this engine.i can say this is the engine that made me the game creator I am now.I have learn so much on how a game is made and what it takes to make a game.

we should not be complaining about the engine but Discussing how we can make it better.we have the source code we have the knowledge we are the developers

WE ARE THE FPS CREATOR

more than what meets the eye

Welcome to SciFi Summer
Captain Coder
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Posted: 11th Aug 2011 00:09
Quote: "we should not be complaining about the engine but Discussing how we can make it better.we have the source code we have the knowledge we are the developers

WE ARE THE FPS CREATOR"


Well said, michael x!

Now, if only I were a DBP whiz, then I wouldn't mind rewriting the whole thing.

Quote: "quite frankly, pretty much all the FPSC games I've played feel exactly the same."


Not surprising, but then again, we are looking at our games and the games of others from a certain perspective, the perspective of a game developer who uses FPSC. We know the basic tricks and twists to making a game, so naturally everything FPSC looks and feels like FPSC. For example, when I watch ingame videos from FPSC games and here a creepy sound, I think, Oh, he must have used a sound zone.

Maybe not from the perspective of the average game player who doesn't have a clue how to make games. Suppose you have two games made with FPSC by different people. Just make sure the HUDs, weapons, enemies, and environments are different, and I'll bet they'd never guess they were made with the same engine (assuming they know different people made them). The keyword here is "DIFFERENT".

Quote: "Add easier access to an overhauled/more user-friendly TGC store, so every bit of free media on the forums is readily available "


A good idea, but the creators of the media that publish on the forums would probably have to go through some paperwork (or may not even be old enough to) in order to give TGC permission to publish their work in the Game Creator Store. Because of this, people probably prefer to just publish straight onto the forums rather than just waiting for their media to be approved everytime they want to upload something to the store.

Someone in the Models and Media board has a stickied thread that is supposed to be a collection of all the free meda on the FPSC forums. I don't know how good it is, but at least we have a somewhat central access point to all the free media.

What features/objects/abilities do the renowned FPS games of today and the Game Development engines of today have that FPSC doesn't? I know it's probably a lot, but let's go ahead and talk about it.

Signing off,
Captain Coder
Boallods
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Posted: 19th Aug 2011 13:48
Theres a lot of room for FPSC improvements. Vehicles, more model packs, sci fi weapons, improved AI, TPS persective....
I hope that FPSC will not end up like some trash engine and that TGC will develop these features.

LoreHunter

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