Game Development Community

Is this for me?

by Doug Hillis · in General Discussion · 11/11/2006 (10:26 pm) · 39 replies

Hi there,

I currently own FPSCreator and I can't take the limitations of that software anymore (the limitations have driven me up the wall, close to insanity). It's great for making cookie cutter pieces of junk, but I think it's about time I look for a better alternative as I'm serious about making games and am willing to put a good amount of time into creating them.

Questions:

How much better is Torque than FPScreator [for anyone who's used that cookie cutter software before]?

I'm interested in creating a series of free FPS games. What one should I get, Indie TGE or TGB? Difference?

Is the license only for creating one game? or can I make as many games as I want with that license?

If I accept donations on my games web site, does that mean I need a commercial license?

Can anyone show me some screen shots of FPS games you have created?

Is there alot of coding involved?

I read about some sample FPS code or whatever, does this come with TGB/TGE or does it need to be purchased separately?

Thanks,
DB
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#21
11/18/2006 (10:07 am)
Ah, I see how it works. I didn't know how to set the detail/bump texture for the terrain file. The quality improves alot when you apply them. It's a shame that you can't apply a different detail/bump for each different texture, but I can live without that feature for now.

By the way, your terrain looks great. Thats the quality I would like to shoot for.
#22
11/18/2006 (10:16 am)
Cool. Glad to help out.
#23
11/18/2006 (1:31 pm)
I like fps creator... yes you can sell as many games as you want.
#24
11/18/2006 (7:03 pm)
Brian, FPS Creator isn't an engine. It's a point and click game maker.
#25
11/18/2006 (7:09 pm)
I know its not an engine, ive tried the demo before but i have to agree with him on the limitations that fps creator has.
#26
11/19/2006 (10:55 pm)
I've purchased TGE 1.5... and with it came alot of "Oh crud, I'm in way over my head, what have I done", type feelings.

For now I can forget about most of the trouble I know I will have in the very near future (including getting my tanks, buildings and characters into the engine... in addition getting a team based gameplay mp mode working... compiling so others can play it etc... eeek). All I want to do now is get 1 of my 18 weapon models working so I can run around with it and shoot it off at my terrain.

The trouble is, I have no idea what I'm doing. I've searched for any and everything related to "weapons" and "guns" (using the search form) and couldn't find a tutorial or "resource" on getting a weapon into the game.

Would anyone here be willing to do the following:
- Animate 1 of my weapons, providing me with the source files (ms3d, max or whatever)
- Create all of the required files for it (.cs and such) so it will work in the engine without me doing anything
- Write a "readme" type file while doing this so I have a guide for my next 17 weapons

Of course I would be willing to pay this person for their time... and when hell freezes over (when my game is released in 2015 ;)) I could give you credits in my game.
#27
11/20/2006 (1:27 am)
Hi Erik,

When I started using Torque (Feb 2004) I had nooooo clue what I was doing. I googled this site, and it had a long list of game engines which caught my interest. I reviewed all of them before making Torque my choice, then purchased it.

Man if I regretted that purchase afterwards. I felt like a idiot for not thinking twice. I had no programming experience at all and I could not even grasp how scripts worked.

Today, Torque feels like a second home. I can go anywhere in the source except the assembly and compiler files and understand perfectly what I am doing. So do not give up, believe in your dream!
#28
11/20/2006 (8:08 pm)
Thanks for the encouragement

I didn't have much time to work on my stuff today, but I got something done... using the crossbow as a guide I got my thompson as a weapon somewhat working. I can pick it up - I can't see it when I pick it up yet (still working on it), but it's progress.

www.urbancanada.com/TGE/thompson.jpg
#29
11/20/2006 (8:20 pm)
What the heak?
#30
11/20/2006 (8:29 pm)
Erik, what kind of framerate are you getting? Looks like you're rendering quite a few quads there.
#31
11/20/2006 (8:37 pm)
I don't know what my FPS is exactly. I would estimate it to be 30-40'ish.
#32
11/20/2006 (9:17 pm)
Bring down the console and type
metrics(fps);
and it will display your Framerate in the top left corner of the screen.
Your work so far looks really nice btw.
#33
11/20/2006 (9:31 pm)
I don't know how to bring down the console just yet ;)
#34
11/20/2006 (9:43 pm)
Press ~ (above Tab)
#35
11/20/2006 (9:52 pm)
Ah I see, FPS is anywhere from 30-50 depending where I'm looking.
#36
11/21/2006 (7:15 am)
That mount point is bringing sexy back.
#37
11/21/2006 (7:20 am)
Looks great Erik!
#38
11/21/2006 (7:42 am)
@ Aaron Ellis Im putting that post in TDN, if you don't mind. Looks like a good Starter FAQ.
#39
11/21/2006 (7:55 am)
@Allyn

That sounds cool. I would add stuff to TDN myself -- except that Wiki formatting really frightens me. ;)
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