First Person Shooter Creator

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Num3
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First Person Shooter Creator

Post by Num3 »

It's a shake and bake game creator, you just need to drag'n'drop stuff in the game area.

I tried the demo, it's simple and fast...

Set up a couple of wall, ceillings and floor, some ambience lights, pick ups, NPC (then select their AI), set up some patrol areas...

Presto, game is done.

45 bucks or 43euros + VAT

http://www.fpscreator.com/
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Post by dagcrack »

MWAHAHAHAHHAAAAAAAGHH!!
lmao

Funny.. good for wannabes perhaps?
VERY FUNNY!

http://www.fpscreator.com/shots.php

look at the shot with ID 419 .. it reminded me something you see when you go PEE...

GROSS SKINS...
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Post by Num3 »

I know, the screenshots are too horrible.. (Low bitrate Jpegs, go wonder!)

But the real thing has much higher quality! (uses 512x512 tga textures)
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Post by dagcrack »

:? Just 512x512?

And I thought I had to work on 2048x2048 as a minimum standard for now adays! :D :P :P (yes for reals I have to).
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Post by Num3 »

dagcrack wrote::? Just 512x512?

And I thought I had to work on 2048x2048 as a minimum standard for now adays! :D :P :P (yes for reals I have to).
:shock:

Holy Ferret !
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Post by dagcrack »

Lol yes I know its very big (now that sounds a little gay... me and my dirty mind).. But its a standard now... just like you need an $8k professional 17mp digicam if you're a photographer and you sell your pictures to good agencies.. But of course, this is different. You just need to spend that much in RAM hehehe (kinda...) For many texture artwork, when they pay you enough, and even when they dont.. if you know what you're doing, you'll be doing any texture as big as possible. because then you scale it down to the required size (in fact, they can use the 2048x2048 one and then the engine will scale it down as required / defined by user ) that if they paid for such a size! else dont give away your hard work for a couple of pennies.. thats BAD BAD BAD for your economy!

The unreal developers (nice guys) are using 4096x4096 at the moment.. per skin part / texture - so imagine. a character can have 3 or 4 of those skins. (one for the head the other for the armor the other for the limbs, etc) and I believe they'll use about 2 skins per weapon - of that size (this is for the new unreal that is coming up at mid 2006 if I remember well ?? with the UE3 -drools- ).
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Post by Polo »

The only thing I can say is it has been made by the Dark Basic Software guys, so it's crap 8) :lol:
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Post by dagcrack »

That's so true Polo :wink:
*farts on DB* (very immature indeed - but someone had to do it as well).
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Num3
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Post by Num3 »

dagcrack wrote:The unreal developers (nice guys) are using 4096x4096 at the moment.. per skin part / texture - so imagine. a character can have 3 or 4 of those skins. (one for the head the other for the armor the other for the limbs, etc) and I believe they'll use about 2 skins per weapon - of that size (this is for the new unreal that is coming up at mid 2006 if I remember well ?? with the UE3 -drools- ).
Yeah... They need to fill up the DVD ...

UT is pretty looking, but i finished them all in 1 hour ...
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Post by dagcrack »

:? Its not really about filling the dvd - its about artwork freedom, you know how much detail you can add in 4096x4096 pixels? (thats 16.777.216 pixels..)

Its a lot of detail trust me. And yes I miss the old 64x64 days.
That tiny canvas was a big restriction but - with any restriction - you get creativity to over-come it and even more.. (perhaps just kill the programmers because of such restrictions :D)
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Post by Num3 »

Art Freedom!?!?!?

How many days does it take to build a 4096x4096 texture?

Dammit, it's not the size that counts, it's what ya do with it :twisted:

UT:

Graphics - 90%
Playbility - 90%
Longivity - 5% (no trills, 1 hour to finish and you delete from your harddrive)

HL2:

Graphics - 90%
Playbility - 90%
Longivity - 85% (4th time replay here)
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Post by Num3 »

Polo wrote:The only thing I can say is it has been made by the Dark Basic Software guys, so it's crap 8) :lol:
True, but i guess they are more able to make a non-programmers software than they are making a programming language :twisted:

Demo does run smooth and i didn't find any bugs :!:
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Post by dagcrack »

apart from the lame artwork and ai... and perhaps null physics? and more bloated crap all over the place with dick guns..?
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Post by Polo »

I tried the demo and deleted it quickly from the computer, I don't even know how good it can be, it's so slowwwwww !
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Post by dagcrack »

well depends mostly on your gfx card - proccessor - memory and hdd (talking about the speed of all of this)

good card + fast proccessor + fast and plenty memory ram + fast hdd = smooth gameplay.

performance tips for oldie hardware.... res 640x480 at 16 bits.. med-quality texture ... no AA (if supported dont use it....) ... med-sound quality (if you got a good sound card then leave this to the max...) ... dont use v/p shaders (if supported) .... close any program that could be sucking proccessor power... that is for any game though
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