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FPSC Classic Product Chat / unity or fpsc? your opinions please

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TIMON
14
Years of Service
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Joined: 28th Aug 2011
Location: France
Posted: 18th Jun 2012 13:23 Edited at: 18th Jun 2012 14:01
hi

Iam a solo developer, I have the 2 programs FPSC and Unity, I want to make a nice looking game ALONE (fps or other) I can not make a choice which one I should pickup

- FPSC has alot of media/model packs of all genres, and ready to exploit but in Unity you have to do all the export/import process, here I have a question: Can I use these model packs in unity? and how to convert them along with textures and/or animations?

-Graphics in unity are cutting-edge, but in fpsc are low-resolution and null.

-No scripting required if you want in fpsc, but in unity you have to script (I have playmaker plugin for Unity for visual scripting ).

But really the most important point which confuses me is the rapidity of development using fpsc, really you can make alot of playable stuff in MINUTES or few hours, so do you think that I should consider this point to the detriment of high quality graphics/professional gameplay in Unity?

Thanks and I hope that all members would participate
JRH
19
Years of Service
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 18th Jun 2012 16:54
Quote: "Can I use these model packs in unity?"

Yes, with some work.

Quote: "how to convert them along with textures and/or animations?"

Try searching.

Quote: "Graphics in unity are cutting-edge, but in fpsc are low-resolution and null."

The resolution of FPSC games can be the same of any Unity game, however test games are fixed at 1024x768.

Quote: "No scripting required if you want in fpsc, but in unity you have to script (I have playmaker plugin for Unity for visual scripting )."

To make a good game in either engine will require some degree of scripting.

Quote: "But really the most important point which confuses me is the rapidity of development using fpsc, really you can make alot of playable stuff in MINUTES or few hours, so do you think that I should consider this point to the detriment of high quality graphics/professional gameplay in Unity?"

Even if you can make a game in minutes with FPSC, I'd still suggest taking your time and developing something worthwhile. This really isn't debatable, because the time spent developing a game in FPSC could be more than that of a Unity game. It varies by developer, of course.

Quote: "Thanks and I hope that all members would participate"

Good luck there...
maho76
15
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 19th Jun 2012 11:58 Edited at: 19th Jun 2012 11:59
fpsc is great for the "solo-dev-artist-guy" who wont go deeper into coding but only wants to build his own world easy and fast, and with all the stock you can save a lot of time developing something bigger, even as a solo-dev. doesnt mean you shouldnt take your time, as JRH said, but helps to stay within a good limit so you dont have to run from one graphic/code-update to the next.
when you have an ear for those who tried developing on bigger engines, all speak the same that you should have a team to get it done, especially decoding the finals seems to be very critical with ALL the bigger engines, wich FPSC does on its own (more or less successful ).

A dude
16
Years of Service
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Joined: 15th Mar 2010
Location: The Solar System
Posted: 19th Jun 2012 17:38
If you could code well and have a lot of time, then use Unity. I'm sure the finished product will be better in terms of graphics and performance. If not, then I think FPSC is better.
washburnrover
14
Years of Service
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Joined: 4th Oct 2011
Location:
Posted: 19th Jun 2012 19:19
I'm finding that FPSC can actually achieve some relatively high-quality graphics at above-average performance (framerates) with a lot more effort. It's great to brainstorm using the entities given to you, but once you've got your level design figured out, making a few entities specifically for that level. One example I'm working on is replacing the same ground segment used for the whole 40x40 grid (like a plain or ocean across the whole or majority of the map) with a single entity or segment that has the polygon count of the single square, but repeats the texture so it appears as if it is multiple ground segments (effectively giving you 1/1600 of the polygons for that segment).
One of my recent posts discusses my success with a similar technique already (which i'll be posting more on efficiency stuff later)

As for Unity, I like it, but haven't learned it much yet. One thing I love about FPSC is that its super easy to get started using the stock stuff (creating instant gratification), but with much effort, you can pull off some amazing, unexpected things. Unity gives you almost unlimited capabilities, but it's very difficult to start. The examples help, but most users don't know how make a game from scratch in Unity until a crap-load of time has been spent memorizing the engine.

Either way, with both engines, you'll still need to do major work to optimize performance, and graphic quality.

~Happy Developing!~

My Craptop's Specs: Windows 7 Ultimate; AMD sempron 2.1 GHz single-core CPU; ATI radeon 3100 non-HD 256mb dedicated, up to 1.5 GB total; 3 GB DDR2 333 MHz RAM
Screen Resolution: 1280 x 800

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