Using a new direct X library wouldn't actually change much on the software's structure and source language...you people realize that?
And adding shinier shader effects won't save us from the core problems of the software.
Quote: "you can't stay with X9 much longer....
hey guys its called bringing support back to fpsc X10.... DUH
"
Thanks for the useless and counterproductive comments...especially the "DUH" part
@
Thraxas: you pretty much reflected my exact oppinion in your post. I believe that FPSC reached its zenit with the 1.19 update. Whatever will be next: we'll see.
Quote: "I laugh, particularly when people who are unable to make a game in FSPC move to Unity/UDK because if they can't complete a game using FPSC then I highly doubt they'll do any better with either of those tools."
I enjoy seeing them fail miserably at these tools after bashing FPSC... guilty pleasure, I know
Quote: "Personally, I think the engine needs to be re-written from the ground up instead of adding new features"
Yes! We can add little waves of attention to the software by adding new shiny shader effects. (which makes the kids obviously believe that the game is better...) OR we could just rewrite the engine and take care of the core problems. OR as I would say: the last problem left: The memory cap.
@
Northern:
Quote: "However, I think TGC should have a team work more dedicated to improving the FPSC program and not just rely on the efforts of clever programmers of this forum to incorporate some type of development or update to the FPSC."
I'm not sure about TGC's point of view of this. I have to add however that I personally believe that FPSC was never intended to grow this large. TGC's more selling tool at this moment is AppGameKit and after FPSC's rather bad publicity and overall rating from the developing(modding community I doubt that they'll put much more effort in it. From a marketing point of view, it would make more sense to keep the focus on AppGameKit related things and other projects.
Quote: "Sad to say, but without a team of hired professional of the TGC working hard on improving deeper the FPSC I think in a short time this great program will become totally obsolete, and may become only a teaching tool for those ones willing starting up in the world of video game programming since no one might produce any decent game with commercial quality grade to compete in the market of the video games."
Actually...ANY Maker software out ther doesn't produce commercial quality games. And FPSC IS the perfect beginner tool for someone who wants to start game development. I highly doubt that FPSC will be a state of the art development environment one day... that would be silly optimistic
Quote: "Another factor I believe is that most of the newer members are teenagers or 10 year olds trying to make the next L4D with FPSC, or believing to own their own game company and competing with infinity ward. While its good to have an influx of younger members, there are very few of this group who feel the need to contribute rather than simply expect that making a game will be easy and models should be free. Really, the feeling of a close knot community of people trying to make games for FUN and helping each other achieve their goals has been lost (personally, I think it first started to vanish right around the time a certain prophet we all know went in a hiatus, but that's just me). "
This is true. Especially outside of TGC, you find a ton of really bad FPSC projects produced by some kids that kind of overshade the better ones. I use to receive comments like "wow! I can't believe this is FPSC" from people who tried FPSC and immediately gave up due to the fact that a lot of other projects really looked rubbish and they just assumed that FPSC can't do more. If you compare this to UDK, Unity and the likes: They do have some impressive showcase material with them, the presented projects look a ton better...because its a lot harder to produce anything, so incompetent people don't do anything at all and there are well known commercial titles who are made with these tools.
I bought FPSC V1.0 back in 2006. But now, from a more mature point of view: If I would have just decided to check for software to make videogames, I would most likely not have bought FPSC simply due to the lag of showcase material and due to the huge amount of really bad games out there.
In fact: even weaker engines/software such as for example genesis3D are presenting themselves a little bit more professional and do clearly "look" better at first glance even if they are gamedevelopment fossils.
This just explains the lag of new constructive members.
@
Bluefox:
Quote: "give a man a fish, he eats for a day; teach him to fish, he eats for a lifetime."
...leave the dude alone, he'll figure it out.
But I do agree with anayar, there used to be more tutorials around...but really, if you never see anything you write down to be actually useful to someone, there isn't much motivation.
In conclusion:
FPSCreator is not going anywhere with that memory cap still intact.
I really feel terrible to mention it, after being mentioned as one of the mor productive members here, but I am one of the goons that moved to another engine aswell. FPSC was a fun and quick tool to make games, but with the memory cap: I can either not add any of the new features and make only really small levels (like: 4 rooms and a hallway) or start making new content visually inferior and not really fitting the time period. (Silent Hill 1-PSX quality)
The second alternative would involves hours and hours of modeling and texturing as all material currently available tends to be rather high poly.
Even though we have all those great new features... the memory cap does not allow us to use them in a level that plays longer than 3 minutes before the next loadingscreen. And that is the biggest issue this software currently has. It would be amazing otherwise, trust me.
Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.