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FPSC Classic Work In Progress / newgame (R.E.M)

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michael x
15
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 27th Sep 2012 00:16
this looks really good. I want play this. I hear you on the memory cap. no need for to much stuff. the more entities the more more it will eat up.

more than what meets the eye

Welcome to SciFi Summer
Metal Devil123
16
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 27th Sep 2012 14:09
Looking at your screens (which look amazing btw) I must say that it looks like your shadow quality is very high. That takes up quite a bit of memory, I believe.

michael x
15
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 27th Sep 2012 16:47
Metal Devil123 i agree

New game if your lightmap is high. bring it down to 32.

more than what meets the eye

Welcome to SciFi Summer
Wolf
17
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 27th Sep 2012 22:51
Quote: "Bare in mind I am always fight the memory cap I actually had to tweak the setup to get my first level done its at 1.9+ g
Really wish they would change that "


your shadow quality is way too high

New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 28th Sep 2012 00:51 Edited at: 28th Sep 2012 01:06
lightmapzerorange=100
lightmapatten=32
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=1024
lightmapquality=64 - just chANGED IT TO 32
lightmapblurmode=1
lightmapthreadmax=-1

i am runining on an insane gameing rig
WONDER HOW MUCH IT WILL SAVE
BTW thanks wolf for all your free stuff while i have you here
one day ill work on udk aswell again thanks for the free stuff ...
New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 28th Sep 2012 01:13
i just tried it dosent look as good but i guess it s a trade off
SEEMS BLURRY


JOE
Wolf
17
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 28th Sep 2012 01:45
Thats because it is. In gamedesign, you should never be afraid to make sacrifices to get something working. FPSC is a great tool to teach that lesson



-Wolf

New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 28th Sep 2012 02:13
that and so forth i would agree

but i am new to this seems like i need to make a game not a screenshot and fpc is limited becuase i am hiting a wall but i learned
New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 5th Oct 2012 16:06
small update to (R.E.M)

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New game
12
Years of Service
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Joined: 15th Jan 2012
Location: Montreal
Posted: 5th Oct 2012 16:06
small update to (R.E.M)




michael x
15
Years of Service
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 6th Oct 2012 03:02
your game is looking so awesome

more than what meets the eye

Welcome to SciFi Summer
Omegamer
15
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Joined: 25th Feb 2009
Location: There
Posted: 6th Oct 2012 12:35
Still love this
New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 9th Oct 2012 17:05 Edited at: 9th Oct 2012 17:06
more work done on my e sewer level any tips

will get to sound and scripts soon and finish off the 3 small levels asap

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New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 9th Oct 2012 17:07 Edited at: 9th Oct 2012 17:07
pic 2

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New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 9th Oct 2012 18:59
I'm notice the shadow quality takes a hit at
30 ill try and move the source light to make it
Better
michael x
15
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 10th Oct 2012 05:33 Edited at: 10th Oct 2012 15:05
I would be so focus on the lightmap shadows. graphics is a great thing in still pics but this not a still pic contest. this is a game we all want to play. I would focus on gameplay and a stable game that will work when loading it up. we all know fpsc can do way better when it come to graphics. so most like me will understand the reason of your sacrifices with the shadows. it does not make your game any less of a game. but it will if your game becomes more unstable because of the shadow quality. you have 2gb cap make the best of it. you can make up for it with good game play,sounds,level design and creative. there are a lot of games on here but what going to make your game stand out is creative. something new to the fps type of game. well good luck with your game.

more than what meets the eye

Welcome to SciFi Summer
New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 10th Oct 2012 13:11
Thanks for the tips , I am starting to show some restraint when building my maps , your right about gameplay it's should be the priority . But I have a limited knowledge of scripting that's my next phase of work and I need to learn more . Sound well it's very important , my brother should help , but in terms of gameplay I think that's where I am lacking the most but with some work ill get it better ,
Thanks for the tip i should be off of work soon so ill be able to work more on this , ill get a YouTube video up soon
And a demo ASAP ,
Thanks for your comments
Hope (r.e.m) will be the best it can be
Joe
Wolf
17
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 10th Oct 2012 16:14
I think I notice that you use "full lightmapping". This feature should be disabled as it slows down your game, requires too much performance and consumes too much memory for very little effect.

I see that you like to work with shadows? Good! Thats essential in FPSC as you can make a mediocre scene look fantastic with the right lightmapping.

Here is something you need to learn: Your contrast between really bright lights and pitch black darkness looks off. Try to use very broad lights with really dark colors and some small bright ones close to your lightsource...this will look like real light reflected by its environment and it will make your scene look a lot less "chopped" and "distorted".

You once told me that you work with photos? Its a good thing for a beginner to have some system in his workflow rather than just click around. So good idea on that

Furthermore: your lighting colors are really agressive and I don't think thats the tone you want to go with in this game. I'd suggest to use less strong colors and take a look at the same scenes. Or when was the last time you saw some sewer/maintenance area/subway with extremely green or red lights?

It looks okay so far! Keep it up



-Wolf

New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 10th Oct 2012 18:41
thanks for the tips guys

wolf ill try and re light the room with what you said
just hard to re light all of it but ill try ..

- was just hopeing to move on to trying toi get a finished game
but seems like development time will take alot longer ,
honestly dont want to cut too much in terms of graphixs
i already am anoyed at the limittions and unless i make a small focused game like the brifcase (r.e.m) wount be much of a game
but thanks again
joe
New game
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Joined: 15th Jan 2012
Location: Montreal
Posted: 10th Oct 2012 19:32 Edited at: 10th Oct 2012 19:33
ok well i re-light with grey tones and less agrssive lights
but just seems to darken up the game have a look see and tell me what you think i did read your lighting tutorial and you metion grey tones so here it is

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New game
12
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Location: Montreal
Posted: 10th Oct 2012 19:34 Edited at: 10th Oct 2012 19:34
here is a simple light source (grey tones)

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New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 10th Oct 2012 19:36
softer transion between black and light i am noticeing now on this pic i could be wrong

-joe
Wolf
17
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 10th Oct 2012 23:48
You should place your lightbulb to the source so it looks like its coming from the source

The light is also floating in the air.

If you look at the lamp...it has a slight yellow color and it looks really old. Wouldn't it be natural if the light would be slightly yellow too?

Another important lightmapping trick is: never use plain white light.

New game
12
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Joined: 15th Jan 2012
Location: Montreal
Posted: 23rd Oct 2012 02:04
Hi everyone

Need some help here and advice from all of you who have been so helpfull , seems like I have lost a little focus on R.E.M , besides the asylum level which is functional, I am trying too many things on the my other levels ,
I have a story in mind and but seems a lot of fps games are taking the asylum route , I have always understood this was a perfect place to make a fps creator game but I am not it feeling any more . the warehouse level seems
Ready to go and I have managed an outdoor area which seems good if a little simple ,
(R.E.M) was based off urban exploration pictures I was looking at and began researching the movement and came across a lot of interesting ideas from the images they have collect especially from asylums pre 1960
And when I am mapping it seems like a constant state of experiment , learn as you go but sometimes you go in circles ,
I can put the game together and put it up somehow ,
Any tips on staying focused and knowing when to scarp an idea

Also I may want to change the whole thing to a silent film noir idea , heavy use of post effects ect and useing that style of story telling and music , trying to get away from resident evil and silent hill thing

I will find the time to get a video somehow...
Thank you
R.E.M will be finished soon I hope maybe a demo would help , if I focus on that maybe it will generate some good feed back
Thank you
Omegamer
15
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Joined: 25th Feb 2009
Location: There
Posted: 23rd Oct 2012 14:00
Quote: "R.E.M will be finished soon I hope maybe a demo would help , if I focus on that maybe it will generate some good feed back
Thank you"


Yes, I cant wait to play this
New game
12
Years of Service
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Joined: 15th Jan 2012
Location: Montreal
Posted: 8th Nov 2012 23:16
early concept sound desigm

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New game
12
Years of Service
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Joined: 15th Jan 2012
Location: Montreal
Posted: 8th Nov 2012 23:23
please do not use for your own not my property its massimo borsellino and was done un a half hour need to ask his permision check him out on youtube

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