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FPSC Classic Product Chat / What can you achieve with FPSC? Pro or not?

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Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 23rd Nov 2011 20:11 Edited at: 23rd Nov 2011 20:13
I`ll make it short. If you take a look at IndieDB (and, yes, there are morons running around there), Wolfs games are among the highest-rated and in certain areas most-downloaded standalone games. All done with FPSC.

And today morning, "Into the Dark" outran Minecraft and set itself on Top of the "Most Popular" ranking. Cry3 & UDK devs flatter the graphics, the people who cried "No! Not FPSC! Change the engine!" now praise it.

http://www.indiedb.com/games/into-the-dark


Now we are #2, but still in front of Amnesia and "Mount & Blade".

And my games are by far NOT the best created here. So go on. Take FPSC. Unleash the inner dev beast, the golden dragon of creativity. Make something UNREAL.
(LOL on that one)

Come to where the madness is:
http://www.homegrowngames.at
Daniel wright 2311
User Banned
Posted: 23rd Nov 2011 21:04
My thoughts on Fpsc creator....

When I first purchased this soft where years ago I thought It was a cool toy,something fun to play with.

After years of improving and updates I do believe with the media and scripts that have been created prove a pro team of designers could make a real good game with this.

The problem is there are no real pros here, Most of us just want to make our own games and play them. I use dark basic pro for my professional stuff for gaming and I use fpsc for fun and or for my maps for dark basic pro.

I think the editor is close to genius and fpsc itself not so,but all and all, if a person really wanted to and used all the tools,there game would be pro.

my signature keeps being erased by a mod So this is my new signature.
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 24th Nov 2011 01:12 Edited at: 24th Nov 2011 01:13
Maybe we should fire up a community made game or take the latest contest winners and see what a crack team can do in "x" number of weeks/months.

Edit: I was half joking, but I am curious what some people here could do if they pulled the resources. I would volunteer for audio
TheK
19
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Joined: 4th Mar 2007
Location: Germany
Posted: 24th Nov 2011 07:07 Edited at: 24th Nov 2011 16:48
Wow, nice work on that one!

Greetings,
Jan


Skype name: thek491
Leongamerz
15
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Joined: 14th Aug 2010
Location:
Posted: 24th Nov 2011 07:52
Hey Ertlov

Well for the first time I am used FPSC V1.16 around 2009.I think its just a basic game making tools.When Project Blue and Fenix Mod is out,the FPSC begun to improving and improving to becoming more good.For the first time I am making a game with FPSC,I think my game is a piece of junk,nah I was wrong and now I know,since I watched Wolf game Euthanasia,My heart begun to believed that FPSC can be pontential tools for making a great games.After 2 years with crazy practice,my design begun to improved,I can maked my model ready for fpsc,making a UV Map for model(Its a tough huah),making a model and I can scripting a simple script.With all that skill,I believed that we can maked a great games since FPSC has become more stable with great graphics,shader effect,water effect,ragdolls,DarkAI and so on.So thanks Lee for FPSC!Without him,maybe there's no FPSC right?

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

Red Eye
17
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Joined: 15th Oct 2008
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Posted: 24th Nov 2011 07:58
Quote: "So go on. Take FPSC. Unleash the inner dev beast, the golden dragon of creativity. Make something UNREAL."


Aye aye, sir.



uzi idiot
Valued Member
16
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Location: Who Knows?
Posted: 24th Nov 2011 08:12
People underestimate FPSC too much.
It has improved dramatically in the small space of time I have used it.
I think FPSC has a very powerful scripting language with lots of great features (some of them very few know how to use)
It can be used to great great games and people should look past the fact that visually it is a bit outdated.


Mental Stability is over-rated!
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 24th Nov 2011 10:01 Edited at: 24th Nov 2011 11:04
i love this "fpsc for indie or pro?" things^^

lets see the differences

indie/hobby:
1-man-show or little team on any game-engine, does the stuff in the evening after school/work. average development-time: 1day up to 1 year in freetime, so lets say ... 1-1000 hours for a game.
in fact that its a small team, some things wouldnt be pro because nobody can do everything on pro-level.

pro:
40-man-show, all pros fulltime, getting paid for 40-70 hours a week. 1-3 years+ development-time. is around 90.000+ hours of dev-time for all together. every dev-part pro because when you got 40 people, every sector can be pro.

simply the time and manpower invested into a game is the main difference between pro and indie.
when you got the manpower and dev-time, you can transform even fpsc into a pro-game-engine. dont think unity or others are not nearly completely recompiled for each new pro-game, no company just take a tool and throw things into it, even when its a "pro-engine".
everything gets recoded in a specific way to fit onto the project.
think of your fpsc-game pro-recoded with a pro-recoded dpro. i see same potentials here as with unity or others

same with the media. a bunch of pro-animators/designers/composers etc. against ... 1 man who has to do all this on his own in his freetime. thats the main thing: mass of manpower and working-time against freetime of an individual.

its not about the engine, its about the time that artists get to do their best. they do the best when they have time to do so. best way to get this is paying them to invest their maintime > earn money with your work > pro.

when you cannot pay a bunch of artists for fulltime-work, you wont get a progame. you CAN get a good indie-game, but not a pro.

and the other thing is: marketing! most pro-games today are not that good as they where made by their advertisement. think of rage, all-the-time-the-same- cod/anything-shooters etc. no innovation but big marketing budgets > AAA-title are made, not produced.

as far as i see: main differences between commercial titles and the things we do with fpsc beside marketing&engine is animation, moddeling,scripting and sound compositing. these are the things that need the most time to develop to look/sound good and make the game to pro. modelpacks and stock for example are ok up to good, but, excuse me for that, they are far away from really-good, and when its only to see the mass of different animations (8-20 for fpsc, more than 60 for pro-main-npc). but that is what you need for a socalled pro-title in todays optic-fetishized media.

other thing for innovative experience (indie or pro) is the scripting. i think most people here use stock-scripts. they are okay to get some results, but not much more. in my oppinion 70% to call a game good is scripting= setting up the world and behaviors.
(looked through my HABITAT-levels just for fun. found 6 out of 100! stock-scripts, every other is edited/revised or completely handmade by me or freestuff/scriptservice by you guys.^^)

my2cents
MrValentine
AGK Backer
15
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 25th Nov 2011 02:08
Indie budget = coffee
pro budget = tequila

now tell me... which is going to make you produce a GOOD game and which is going to MAKE a game.



raymondlee306
16
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Location: Ohio
Posted: 25th Nov 2011 02:21 Edited at: 25th Nov 2011 02:21
Quote: "Indie budget = coffee
pro budget = tequila"


The pro budget might slow me down some...
Daniel wright 2311
User Banned
Posted: 25th Nov 2011 21:27 Edited at: 25th Nov 2011 21:29
I must say this before I forget....

I downloaded your game

I played it.

I liked it and did not like it all the same and this is why...

The movie in the begining loaded half way across my screen, I had to adjust the window just to watch it.

The loading of the leval took at least three mins on my pc and my pc is not to bad of a machine.

The frame rate was real slow but I do not have alot of ram for my memory card.

The leval

Real good, textures where real good, the whole look and fell made me want to play the whole game, but....

one life, little ammo and one enemy made this impossible to play, i got frustrated and decided i did not want to even play it any longer. I restarted three times before i decided this.

All and all, I would not play this game unless the first leval was easer to get through.

The only reason I write this at all is becouse I loved the fell, the look and the over all game, and if thease things where fixed besides the frames per second due to my machine I would buy this game.

my signature keeps being erased by a mod So this is my new signature.
Bugsy
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Location: another place in time
Posted: 26th Nov 2011 01:39
for the BEST games like penumbra, silent hill, portal, and maybe even mirror's edge due to the atmosphere, I think the pro budget might have been some type of hallucinogenic substance

Kravenwolf
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 26th Nov 2011 02:22 Edited at: 26th Nov 2011 02:24
Quote: "for the BEST games like penumbra, silent hill, portal, and maybe even mirror's edge due to the atmosphere, I think the pro budget might have been some type of hallucinogenic substance"


Yeah, it's not really so much the budget to consider when looking at how well put together, or "pro", a game is; AAA or not (as some indie games blow AAAs out of the water). It's the level of dedication developers are willing to put into their work in order to see their vision come to life that really makes a title shine. Not always something you can buy.


Well done, Ertlov. Very nice entry on indiedb.


Kravenwolf

Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 26th Nov 2011 10:54
Quote: " I loved the fell, the look and the over all game, and if thease things where fixed besides the frames per second due to my machine I would buy this game."


These things are already fixed...

Quote: "It's the level of dedication developers are willing to put into their work in order to see their vision come to life that really makes a title shine. Not always something you can buy."


Harr, true on that one. But you have to admit that not worrying about how to pay the next rent makes things by far easier.

Quote: "Well done, Ertlov. Very nice entry on indiedb. "


Thanks a lot. BTW - last week I clicked myself through your creations in order to steal the best ideas and impressions, as I already did with Wolfs games. You have also some quite impressive stuff out there

Come to where the madness is:
http://www.homegrowngames.at
Daniel wright 2311
User Banned
Posted: 26th Nov 2011 22:09
Quote: "These things are already fixed...
"


nice, can we have a updated version to play?

I will say this, dont worry so much about frame rate, if i had more memory like most people do there would be no slow down

my signature keeps being erased by a mod So this is my new signature.
Ertlov
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Location: Austria
Posted: 26th Nov 2011 23:48
I`ll release a 2-3 level demo in January.

Come to where the madness is:
http://www.homegrowngames.at
Daniel wright 2311
User Banned
Posted: 27th Nov 2011 00:02
Quote: "I`ll release a 2-3 level demo in January."


Sorry if i'll miss that, I'll forget all about this by then.

If you be so kind send me a reminder by that time, thanks.

my signature keeps being erased by a mod So this is my new signature.
Ertlov
19
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Location: Austria
Posted: 12th Dec 2011 14:58 Edited at: 12th Dec 2011 15:00
On-Topic bump:

The DbPro based Game "Malevolence" made it to the Top 100 finals in this years IOTY awards.

Help the game by voting for it in the last round of it's competition!

Vote Malevolence

Our game "Into the Dark" made it to the Top 100, too:

Vote Into the Dark

Votes also very appreciated. You can of course vote for both!


So you can see that with DBPro and FPSC, the phrase "the sky is the limit" applies as long as you substitute "sky" with "creativity, sweat and tears".

Come to where the madness is:
http://www.homegrowngames.at
007
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Posted: 12th Dec 2011 16:01
In my opinion, FPSC is a great engine, and it is so good as Unreal UDK and Crysis 3.

I think the only limit in FPSC is the developers capacity.

We have seen here a lot of talented folks that create awesome works here in FPSC. This new Game "Into the Dark" is also a great example of what can be achieved with FPSC.

If you have skills to model characters in the same quality of the top games in the market, if you have skills enough to create awesome real time shaders, if you can use motion capture files for the animations (you can do mocap in-house yourself with a microsoft kinect camera and ipi desktop studio), like the big companies do, if you can do studio sound work, capture actors voices like the great game studios, if you dominate FPI Scripting, and most important if you have a lot of creativity, willpower and patience, i don`t see why you (and a skilled designers team) can`t create "The Next Half-Life Game" with FPS Creator.

The only limits are your capacity.

That`s just my opinion.

Thanks.

007

Goldenye 007 N64
Susysyay
16
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Joined: 2nd Nov 2009
Location: Chicago
Posted: 12th Dec 2011 23:41
FPS Creator, and any other game engine for that matter, is like a pencil and paper. Some people will doodle and make pointless drawings with little meaning or value. Others will try to draw a picture, but gives up when it gets too difficult.

Then there are the few that actually draw a complete picture. The picture may or may not be perfect, but they went through with it and have something to show for their effort. For the ones that go back and erase their errors and correct them, end up making a spectacle which thousands would enjoy.

To all FPSC devs, dont just give up when the goings get tough. Nothing great in life was accomplished without sweat and tears! FPSC SHOULDNT BE DIFFERENT!!!

FPSC IS ONE OF THE BEST INDIE ENGINES, IF NOT THEEEE BEST INDIE ENGINE AROUND!

-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 13th Dec 2011 13:01 Edited at: 13th Dec 2011 13:01
FPSC is a good tool to create games if
a) one uses the strength of the vanilla engine to 100%
and b) avoids to force features onto the engine, it is not capable of without extensive scripting and modding.

In other words: Games like Doom, Penumbra or Half-Life can be recreated to a certain extent, games like Oblivion, GTA or Tomb Raider can't.

In case you find my grammar and spelling weird ---> native German speaker ^^
TriSpefear Studios
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Location: Dallas, Texas, USA
Posted: 13th Dec 2011 14:47
I am on it!!! Next Best pro game ever.....

"Real Games, For Once"
"Pull the Grenade, Throw the Pin?"
Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 13th Dec 2011 15:06
Firing up FPSC...

Save as "Silent Depths"...

Time to see whats possible


- A secret signature -
uzi idiot
Valued Member
16
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Posted: 13th Dec 2011 19:01 Edited at: 14th Dec 2011 17:18
Sadly few people use the full extent of features available in FPSC, many of which not many know how to use.
If FPSC had slightly better optimisation it would easily be a truly amazing engine.


Mental Stability is over-rated!
Cyborg ART
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Posted: 14th Dec 2011 11:12
Maybe we should start a "whats possible" thread where we gather what users have been able to achieve. Mostly for inspiration, not a "how to".

Would there be an interest in such a thread?


- A secret signature -
The Storyteller 01
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Posted: 14th Dec 2011 11:40 Edited at: 14th Dec 2011 11:42
Whats "users have been able to achieve" with FPSC to the full extent is mostly not covered by released games or even levels/maps because everything that is not vanilla requires an exceding amount of both time and effort when it comes to actually make it playable and bugfree. There are a dozen amazing youtube videos about "outside the box" innovations which mostly lack a playable game to validate the usability.

The script section allready offers has an impressive lot of innovations and discussion threads from simple health regeneration scripts over inventory up to drivable vehicles - and for me still is the best place to check back, because scripts I can at least try out myself .

In case you find my grammar and spelling weird ---> native German speaker ^^
MrValentine
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Playing: FFVII
Posted: 14th Dec 2011 11:54
Then perhaps start adding youtube vids and links into this thread to point into the right direction and naming games that were made using the engine¿

Cyborg ART
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Location: Sweden - Sthlm
Posted: 14th Dec 2011 13:48
There would be no need to show a finished game, just a text telling about a certain festure. Like

Health generation
Link: (to game, modelpack, script, thread, website, video,image)
FPSC version: 1.19
With scripting and custom huds its possible to create a health generation like in CoD.


Something like that, and then gather them all in one place


- A secret signature -
maho76
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Location: universe-hub, playing the flute
Posted: 14th Dec 2011 15:47 Edited at: 14th Dec 2011 15:48
first we should start doing a pinned thread with all the basic elements of vanilla fpsc so many people asking for. the scriptable shader-fx-thread by bond isnt pinned, how-to-do-water isnt pinned, darkai-behavior is not pinned.
its a mess here, every newcomer has to search the basic improvements of vanilla (not described in the tutorial delivered) on his own. in parts they can be found back on page 34 of google-search (thats how far back i reached before doing my first post^^).

google-search-use is easy, but without all the basics pinned its hard to get a way through knowledge what fpsc can do WITHOUT ANY SCRIPTING
Cyborg ART
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Posted: 14th Dec 2011 21:43
If no one beats me to it, then I will create a thread tomorrow.


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Ertlov
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Posted: 15th Dec 2011 15:26
No beating. We`ll kiss you for that

Come to where the madness is:
http://www.homegrowngames.at
uzi idiot
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Posted: 15th Dec 2011 17:10
I can't wait to see some of the entries to that thread.


Mental Stability is over-rated!
Cyborg ART
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Posted: 15th Dec 2011 19:59
Done, lets start bombarding it with useful stuff


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