Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / FPS Creator Reloaded - Kickstarter Fund Raising Begins, please pledge!

Author
Message
srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 31st Oct 2012 21:58
I'm in. Won me over with your sexy video!
electric chihuahua
21
Years of Service
User Offline
Joined: 7th Apr 2005
Location:
Posted: 31st Oct 2012 22:02
"What scares me is this will not be built till the £60,000 goal is met . This makes me not want to help out on this, what if I give a lot of money then it is not built? any how, this is my question."

@Daniel Wright - Don't worry. You are making a commitment only to pay your funds if the goal is met. The goal is deadlined by Dec this year ( 1 month). You don't pay anything unless they get a commitment for the full 60,000.
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 31st Oct 2012 22:09
Well; I just pushed it over the 4K marker with my pledge. Gonna get my hands on that beta!

-Keith

kamac
15
Years of Service
User Offline
Joined: 30th Nov 2010
Location: Poland
Posted: 31st Oct 2012 22:39
This is pretty sweet. Especially the 3rd person camera. If that gets done, FPSC reloaded could be used to create some really sophisticated games!

I wonder how the AI will look like aswell.

Anyhow, wish you luck!

Follow me on twitter! @MotionStruct
Motion Struct blog
xtom2
16
Years of Service
User Offline
Joined: 8th Dec 2009
Location:
Posted: 31st Oct 2012 23:02
Really sounds awesome, looks like I will make my first ever kickstarter pledge soon.
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 31st Oct 2012 23:11
Realized since its in pounds I am going to have to do some conversion of sorts.

Better figure out how to pledge, the features have me sold

Current Project: The Underground: Awakening
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 31st Oct 2012 23:15
Quote: "Especially the 3rd person camera."

It's a shame it's the last stretch goal. I hope it gets reached.It does look fantastic.

Disturbing13
Dev Forum Store
JLMoondog
Moderator
17
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 31st Oct 2012 23:19
Quote: "It's a shame it's the last stretch goal. I hope it gets reached.It does look fantastic."


7% in less then 12 hours, I have high hopes that we will be seeing 3rd person.

Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 31st Oct 2012 23:33 Edited at: 31st Oct 2012 23:34
You have a point there Josh; just with the features they are offering in the original they have my pledge.Done and done!

Disturbing13
Dev Forum Store
Hamburger
17
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 31st Oct 2012 23:41 Edited at: 31st Oct 2012 23:41
Im gonna mathematically calculate and see what the chances are of reaching the 60k goal and the 150k goal. Assuming that the rate of pledging stays the same and doesnt decline.

THESE CALCULATIONS ARE TO FIND A REASONABLE ESTIMATE FOR THE PROBABILIY OF THE KICKSTARTER REACHING ITS GOAL AND BIGGEST STRETCH GOAL

So far at the time I write this there are 64 backers and 4145 pounds. That is an everage of 64.765625 pounds per backer. Huh, almost a perfect square root...

Now I need to calculate money backed per hour.

Assuming that the kickstarter was started around 12 hours ago (rough estimate based on what JMooney said):

Finding number of backers per hour: 64/12= 5.333.....3 backers/hr

So there are an average of 5 and one third backers per hour.

Multiply this by 24 to get backers per day:

5.3333...3 X 24 = 128 backers per day.

Multiply by 30 to find out how many backs there will be in 30 days:

128 X 30 = 3840 backers per 30 days.

Now to find out how much money pledged there would be from 3840 backers, I multiply the average amount of money pledged right now to find the resulting amount:

3840 X 64.765625 = 248700 pounds.

So, in theory, given that the rate of backing stays constant, and everybody pledges at least 65 dollars, then the probability that TGC will reach their goal seems like it is very likely.

However, this does not account for those who have only pledged just one dollar or over a thousand dollars, so it may or may not be one-hundred percent accurate. These calculations are basically saying also that there will be people backing at times when most will be asleep.

I'll probably try and do these caclulations every week or se to see how well the kickstarter is doing.

Good Luck TGC! FPSCR looks really awesome!

[/href]

++New Products Being Uploaded++
4125
18
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 31st Oct 2012 23:57 Edited at: 31st Oct 2012 23:59
Quote: "Game Icon Editor
Simply select an image from your local computer and the editor will do the rest. Your standalone games will use your own icon throughout."


I think this shouldn't need to be in the £90,000 stretch target area since this could be done within windows itself. Unless we're talking about a different icon.

I'll see if I can back this. Money has been tight and thanks to Sandy, thing's will be even more tight for a little while longer.

I'm really hoping for it to hit the £120,000 stretch target (although at this point I think it's unlikely).

If none of the stretch goals are reached. Those extra features will either not come at all or at a very later date ? Just wondering is all...

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 1st Nov 2012 00:00
Quote: "I think this shouldn't need to be in the 90,000 stretch target area since this could be done within windows itself. Unless we're talking about a different icon. "


Lee has mentioned something about this in a previous post.

I reject your reality and substitute my own...
4125
18
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 1st Nov 2012 00:14
Yeah I noticed now. I skimmed through this page and read the kickstarter page a bit so I missed that.

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Nov 2012 00:14
Quote: "I'm really hoping for it to hit the £120,000 stretch target (although at this point I think it's unlikely)."


Don't rule anything out.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 1st Nov 2012 00:16
Quote: "A lot happening today otherwise would have appeared sooner. I can certainly confirm that DBP will be worked on during the development of Reloaded. Not only will minor hiccups be ironed out as they get in my way to develop Reloaded, but I will be making some head-way into Physics, Occlusion, Geometry Sound, Shaders, Cameras and anything else you can gleam from the Reloaded feature set, not to mention speeding up the compiler so I can work quicker. Even if you're not an FPSC user, there is a certainly logic to pledging on Reloaded if you are a DBP user"

Awesome. I'll be pledging closer to the end of November as well, simply because I need to see how much money I have then.

4125
18
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 1st Nov 2012 00:27
Quote: "Don't rule anything out. "


I'm not, I'm not. Anything can happen right ?

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 1st Nov 2012 00:45
I wonder if it might be a good idea to let the DBP crowd know about this; since they would benefit off of it as well.

-Keith

LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 1st Nov 2012 00:51
I'll make a post in there and see if I can recruit some stealth DBP backers

Hogging the awesome since 1999
xtom2
16
Years of Service
User Offline
Joined: 8th Dec 2009
Location:
Posted: 1st Nov 2012 00:57
Just made my first pledge on kickstarter!
Gibba gobba
17
Years of Service
User Offline
Joined: 21st Dec 2008
Location: regret
Posted: 1st Nov 2012 01:08
OMG!!! Looking at that Kickstarter list just made me overly ecstatic! Everything I wanted to be in this program is there, and more! PLEDGE, EVERYONE!!! WE HAVE TO MAKE THIS ALL HAPPEN!!!

Hello one and all...
Hamburger
17
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 1st Nov 2012 01:20
I wonder if there is a way for non-tgc forum members (like ones from polycount or something) to back this. Maybe we could spread the word somehow to other sites and get a potentially bigger backer-base.

[/href]

++New Products Being Uploaded++
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Nov 2012 01:23
Hamburger, spread the word. There is nothing that can prevent these folks from backing this. My Grandmother can back this if she wanted to do so.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 1st Nov 2012 01:28
Quote: "I wonder if there is a way for non-tgc forum members (like ones from polycount or something) to back this. Maybe we could spread the word somehow to other sites and get a potentially bigger backer-base."


Couldn't hurt.

-Keith

RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 1st Nov 2012 01:33
Word spreading by anyone who wants to see the project go live is very much appreciated!

7% funded so far on day 1, what a great start!

zzz time for me now.

Rick

Financial Director
TGC Team
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 1st Nov 2012 01:38
I am so excited about day one results I have decided to stay up a few more hours and work on FPSC V120 (the precursor to Reloaded).

Hogging the awesome since 1999
Beno09
15
Years of Service
User Offline
Joined: 3rd Jun 2011
Location: Bosnia and Herzegovina
Posted: 1st Nov 2012 01:46
Amazing, there is a lot of interests in Reloaded. We just need to spread a word little bit, I'm sure there are a lot of new people who will get interested in this version of FPSC. I'm doing some kind of marketing on my side of world, Southeast Europe.
Good luck Rick and Lee ( all other included in work ), community is with you

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Nomad Soul
Moderator
19
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 1st Nov 2012 02:13
I have a serious concern with the kickstarter page. There is no mention of dynamic shadows in there.

Has this feature already been ruled out for FPSC Reloaded?

I really wanted to pledge something too.

DarkJames
16
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 1st Nov 2012 02:40 Edited at: 1st Nov 2012 02:45
There is, Nomad, right when it says that "Dynamic Lightning" will react as static geometry lightning.

Quote: "The current light mapper only acts on the static parts of the scene, which makes use of the scenes lighting to create illumination and shadow effects in your game. Unfortunately the light mapper ignores dynamic entities and objects in the scene as they have the potential to move and invalidate any light-mapping that may otherwise have been applied to them. This is most evident around doors and switches which need to be dynamic for animating, but are otherwise situated statically within the scene. The opportunity is to identify these types of object and light map them with the static scene, therefore making scenes that contain doors, windows, switches, animating machinery, trap doors, explodable walls and other ‘semi-dynamic’ elements look and feel like part of the lighted scene."


^^ Kickstarter.

------
Nomad Soul
Moderator
19
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 1st Nov 2012 02:49
Hi DarkJames

I can't see anything about dynamic shadows there or dynamic lighting.

All I can see is directional lighting and dynamic objects being taken into account with the lightmapper.

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Nov 2012 02:56 Edited at: 1st Nov 2012 02:59
@Nomad Soul

Lee mentioned this in a post on page 1:

Quote: "We have not documented dynamic shadows as there are a number of techniques we can't decide on, but I will be looking the way Mark Blosser provides shadows for characters to see if that cannot be extended to all objects in a scene (for a performance penalty of course). Modern games would use deferred rendering and extra render targets for shadow generation, but I want to keep the development on track so we can hit the deadline. New techniques (to me) have an unspecified time requirement that I did not want to pass onto you guys."


I'm willing to wait for the possibility of dynamic shadows as an upgrade. There always has to be eventual upgrades to any project. I'd rather see this in my Christmas stocking next year rather than wait another six months just to get dynamic shadows.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Le Shorte
17
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 1st Nov 2012 03:09
Sounds great, will most likely be backing either 30 or 40 pounds. Only thing I'm not pleased with is the fact that there's going to be a Slenderman model in there I just can't help thinking the Slender fad will die out by the time this is released and thus having Slenderman as an actual character will barely even be novel at that point. I'd rather have a character that can be used more universally, but anyways...
Very much liking the sound and look of everything! Though the fire doesn't look all that much better than the fire we have now. Maybe it's just the picture, and I'm sure it's no longer just a sprite (hopefully), but it just doesn't look that great. But the spreading feature is really cool. Maybe we could see some Far Cry 2-esque games.

Cheesehead for life.
srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 1st Nov 2012 03:11
Quote: "I am so excited about day one results I have decided to stay up a few more hours and work on FPSC V120 (the precursor to Reloaded)."


You all did a great job with the kickstarter page. By the time I was a quarter the way through reading it, my credit card was already in my hand.
Nomad Soul
Moderator
19
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 1st Nov 2012 03:24
@Flatlander

Quote: "We have not documented dynamic shadows as there are a number of techniques we can't decide on, but I will be looking the way Mark Blosser provides shadows for characters to see if that cannot be extended to all objects in a scene (for a performance penalty of course). Modern games would use deferred rendering and extra render targets for shadow generation, but I want to keep the development on track so we can hit the deadline. New techniques (to me) have an unspecified time requirement that I did not want to pass onto you guys.""


Thats not unreasonable but I'm disappointed its not being given any priority given it was advertised in FPSC X10 which a lot of people purchased without being delivered. I thought this would be high on the list for Reloaded.

Quote: "I'm willing to wait for the possibility of dynamic shadows as an upgrade. There always has to be eventual upgrades to any project. I'd rather see this in my Christmas stocking next year rather than wait another six months just to get dynamic shadows."


Thats what I said to myself after purchasing X10 but it never happened and I'm starting to think it might never come now. I will just have to see how the first version of Reloaded pans out and if its given any focus after that.

4125
18
Years of Service
User Offline
Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 1st Nov 2012 03:32
I feel that if dynamic lighting is going to be implemented, there should be dynamic shadowing as well...

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
seth zer0
20
Years of Service
User Offline
Joined: 22nd Apr 2006
Location: Fort Walton Beach, FL
Posted: 1st Nov 2012 04:01 Edited at: 1st Nov 2012 04:02
LOL i'm most definitively going to help out now just for the simple fact you used a old screen shot I submitted long time ago. But you could of asked me what the name of that game was going to be(was doing it for FPS creator x10) I would of told you then it wouldn't have to be orc adventure.

Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 1st Nov 2012 04:28
Quote: "Thats not unreasonable but I'm disappointed its not being given any priority given it was advertised in FPSC X10 which a lot of people purchased without being delivered. I thought this would be high on the list for Reloaded."

Good dynamic shadows are hard to do properly. Especially depth-based texture shadows(I think those are the ones that you're talking about). I've just implemented a kind of dynamic shadows into my game, and it was a pain in the neck.

Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 1st Nov 2012 07:37
Pledged £45


Slenderman's Shadow - Sanatorium
http://forum.thegamecreators.com/?m=forum_view&t=199408&b=35
GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 1st Nov 2012 08:08
i have a question will this be a update for the current system or will i need to save up some cash to buy it again as a whole new engine? my pledge should be in shortly im from canada so got to figure it out

======================================
My software never has bugs. It just develops random features.
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 1st Nov 2012 09:48
Pledged £45

[href=http://www.FreeGameSchool.com/[/href]
michael x
17
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 1st Nov 2012 10:26 Edited at: 1st Nov 2012 10:30
@GreenDixy if you pledged £25 you will get it for free.

I think people should not get fpscR for free unless they pledged £60. the more you pledged the better. I hate the fact that some people here dont want to pledged unless they get the feature they want. you all need to understand that Lee does not have to do this. this is something we all want for this engine. Lee and the TGC team is nice enough to do this for us. if anyone think they can do better then try. but not pledging or trying to get the word is not going to help. I for one dont care to learn a whole new engine or compare what another has. fpsc is a great game engine and fpscR is going to be better. everyone here needs to pledge no matter what.

TGC has given us a easy to learn game engine software and has given us other software and models packs for a cheap price. without fpsc how many of us could say we are releasing a game or even developing a game. if we could get the some amount of results in a small amount of time from another engine then we would be using it. but there is no game engine like fpsc and there never will be. fpscR is what we been wanting for the past years and now it finally here waiting for us to support it. I dont care what software everyone use and dont use. we all need to support this. not just for fpscR but for all of us. TGC has done so much for us and now it's our chance to give back. if I could I would pledge £5000 and £5000 again. to bring us closer to reach our goal. so as game developers we need to make this happen because this is not just another TGC software this is our software our game engine our fpscR. I believe Lee is going to take the time to do it right for us and this why we need to pledge no matter what.

more than what meets the eye

Welcome to SciFi Summer
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Nov 2012 13:16 Edited at: 1st Nov 2012 13:18
I finally made my pledge. I needed to wait for authorization from the wife.


Quote: "I will just have to see how the first version of Reloaded pans out and if its given any focus after that.
"


Nomad, I appreciate your feelings about this, however, if this does not reach goal then I guess you won't have to worry about even a first version; and, there won't be a chance to see dynamic lighting. Just saying.

Remember how Lee ended the quote I gave above,

Quote: "Lee ... "but I want to keep the development on track so we can hit the deadline. New techniques (to me) have an unspecified time requirement that I did not want to pass onto you guys.""


Lee has learned a great deal, I'm sure, about the fact that DX10 (which FPSC 10 was based on) ended up being a bust. I'm also sure that he was probably more disappointed about this than anybody else. I know I would have been. I also am sure that Bill Gates was not very happy with his team that blew it with VISTA OS. He, of course, needs to take full responsibility and I'll bet there are enough people out there who would love to play a possible new video game of "Kill Bill." (Thanks Lee) :LOL:

Anyway, for those who haven't pledged because they don't feel they can pledge very much, don't worry about it. Just git 'er done as the famous "Cable Guy" would say. He's from nearby so maybe I'll see if I can't get him to pledge something. You'd be amazed at how many people will pledge without wanting any rewards.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 1st Nov 2012 13:22
As Lee had said; even a pledge of 1 pound is significant, in that it helps raise the total pledge numbers; and therefore get the project on the front of the main KS page. Thereby attracting attention to a MUCH larger audience.

-Keith

LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 1st Nov 2012 17:44
I can't make any promises as there will be a lot to do in 2013, but I will certainly investigate the possibility of adding a shadow layer to the shader system so objects and characters can be chosen to cast shadows. Casting shadows from every dynamic object from every light source is an intense task and is handled best by deferred rendering which knows exactly which lights should be dealt with at the rasterisation stage. As we're using traditional rendering, we'll have to balance who gets a shadow and where that shadow falls, but you should get enough control to create some decent scenes.

Thanks again for your pledges! If you can think of anything to get the word spread wider, go for it. The more I work on V120, the more I want to get this project started, and specifically to defeat the huge gap between clicking test game and playing your creation.

Hogging the awesome since 1999
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 1st Nov 2012 17:48
P.S. You may have noticed the new FPSC RELOADED BACKER badge start to appear on certain users profiles. It's a little kudos and thanks from us for pledging. We're currently working out a good system to attach these badges from the Kickstarter pledger page to our forum system, so if you have pledged but don't have a badge yet, don't worry, it's coming!

Hogging the awesome since 1999
Deathcow
FPSC Reloaded Backer
20
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 1st Nov 2012 18:55
Best of Luck with this Lee and the team.

That is my pledge in.

DC
HarryWever
16
Years of Service
User Offline
Joined: 14th Jan 2010
Location:
Posted: 1st Nov 2012 19:05
i just Pledged £100
yahweigh
13
Years of Service
User Offline
Joined: 21st Sep 2012
Location:
Posted: 1st Nov 2012 19:19
Have a feeling this won't break 10k, will it still be made if that doesn't happen? I would be backing but since I was abandoned after buying x10 I'm going to have to wait and see how this turns out first.
Grooovy!
17
Years of Service
User Offline
Joined: 22nd Aug 2008
Location: Delray Beach, FL USA
Posted: 1st Nov 2012 20:00
Pledged £45
X Games
19
Years of Service
User Offline
Joined: 8th May 2007
Location: World Wide Web
Posted: 1st Nov 2012 20:25
Made my pledge

srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 1st Nov 2012 20:44
Quote: "Have a feeling this won't break 10k, will it still be made if that doesn't happen? I would be backing but since I was abandoned after buying x10 I'm going to have to wait and see how this turns out first."


It's just a few dollars shy of 6K in less than two days...so I have a feeling it will.

Login to post a reply

Server time is: 2026-07-01 16:52:47
Your offset time is: 2026-07-01 16:52:47