I am seriously not kidding when i say that FPS Creator X9 lets you make your own fps game in 5 minutes. It really can do that. The best part is FPS Creator is so intuitive that you will learn it within 15 minutes. Compare that to the learning curve of UDK which is over a month. And FPS Creator X9 supports full Drag-and-Drop based GUI - come on it doesn't get simpler than that!
FPS Creator (FPSC for short, now called FPS Creator Classic = FPS Creator X9) is a classic and foolproof First Person Shooter game engine bringing stunning visuals. It was developed by The Game Creators in 2008, then it changed its name to FPS Creator Classic in 2016 and was released as a free and fully open-source project with many model packs on GitHub. As a result, FPS Creator X10 became its final version update, which should be the predecessor of GameGuru.
You can visit the TGC web page for full details and to purchase AC3D, as well as download the 14 day trial version. Anyone who has purchased AC3D since December 2008 can upgrade to this version free of charge.
The \"I can't believe its FPSC!\" contest is now over, and there were lots of great entries that show just what FPSC is capable of. Hopefully the videos submitted to the contest will inspire other users to think outside the box. Being a contest, there is also a winner!
As one competition ends, so another begins. Forum Member Defy is running a contest open to any FPSC developer using FPSC x9/x10/Modded. Developers are welcome to enter a submission they have already been working on since the end of last year (refer to the rules section). We're looking for the experimental, the commercial, the finished and unfinished, the polished and the unpolished. All we really ask is that it's playable.The concept is for FPSC game developers to produce a demo, mini-game or a full release game consisting of a 1 level demo/game to any amount of levels that you intend for your released game. There is no genre requirement, so you can submit any style of game and/or any section from your game if wish. The choice is yours.Entries will be judged equal. A small, well-thought out single level game/demo, can be just as good as a multiple leveled game. Also of note; this thread will be followed by KeithC for possible BOTB Candidates.
For the full rules, prize details and judging criteria, check out the forum thread. Closing date is 5th December 2011; However there are WIP pre-requisites so read through the details today and prepare for the long but thrilling road to the deadline!
This issue marks two years for me as Editor of The Game Creators Newsletter. It is so full of new products, model packs, great new games from the community and news about a plethora of other subjects that I barely have time to ponder life and ramble about my thoughts for this month. I could blame it on Tax Self-assessment forms and other less interesting but time-consuming activities, but it sounds far less poetic.
There is more to come in the land of Dark Basic Pro however, including the release of a new interface for the language. Anyone who has purchased the new Dark Game Studio product will know about the enhancements we made, and they are coming to you as a free update soon. Not only is the interface a marked improvement over the current official editor, we have also integrated the Game Creator Store so you can instantly obtain media and use them directly in your game project without ever leaving the editor. The store now holds close to two thousand items, and almost all of them are DBPro ready, including many free objects to get you started. Additionally, over the next few months we will be expanding the store to include media that is specifically intended for Dark Basic Pro users, starting with items from the DarkMATTER collection. If you cannot wait to see what the new interface is like, you can download the latest demo version of Dark Basic pro from the Dark Game Studio downloads section.
The latest version of PureGDK is now in Beta stage, and available for download. It is a merging of PureBasic 4.30 and DarkBASIC Professional 7.1. The Beta can be used by anyone owning DarkBASIC Professional and PureBasic - you do not need to own an earlier version of PureGDK. The Beta is fully functional but time-limited.
Ben has taken an art-based approach to Dream, and it certainly shows in the carefully crafted presentation of the game. Everything from the title sequence to background effects and stylised weather add to the cartoon-like environment.
Dream looks very promising, and we hope to see the full version appearing soon. You can keep up with the development on the forums, and provide valuable feedback to ensure the final product meets the expectations of its fanbase.
Another cool new addition in V114 is the basic support of hard-coded XBOX 360 controller input to the FPS Creator standalone game levels. In the migration version you will be able to customise these controls further to provide full controller support of standalone games using player defined layouts. The plan for X9 long-term is to migrate all features, and those of X10 into a new engine which provides the best of both worlds, and allows the user to decide whether they want to build a DirectX 9 game or a DirectX 10 game.
After a flurry of activity from the X10 camp prior to 2009, the wheels for the development of V109 are well in motion and are already yielding some great results. Model pack after model pack are now working seamlessly under the improved compatibility code and TGC will not stop until all the model packs are fully compatible. We will even go further and integrate the Game Creator Store so that all the media from there, almost two thousand items, will download and work in X10 without any further modification.
Progress continues at full steam, and X10 is now top of the proverbial list for the time being, so if you are an X10 user and want to help shape V109, download the beta and let us know what you think so far!
Final judgement has been passed and we have winners! Firstly I'd like to thank all those who've entered and those who judged. Also a big thanks to BiggAdd for the amazing banner and all those who are supplying prizes. The prize stack will be distributed amongst the winners, and includes Model Packs, characters and other media including music and voices, all donated by their creators. In addition there are thousands of Game Creator Store points to top up with models and media of the winners' choosing.
\"There are two things that could be improved. I worked out one of the puzzles easily enough but the first 3 times I tried to do it I missed the key even though the gunshot looked like it was hitting it. Because I couldn't save the game I had to restart when the 12 bullets were gone. Building the tower of blocks was frustrating, as the stone Zombie kept knocking it over while I was climbing it. Again, the problem was having to restart the game on failure. If these 2 things were fixed and fully customised menus had been used I would have given this a perfect score.\"
Towards the end of last year The Game Creators collaborated with NVIDIA to produce a screensaver based on the PhysX technology, and thanks to generous nature of all concerned we have decided to release the full source code to the project for you to use as you see fit. With the code, you should be able to re-engineer it to make your very own screen saver, complete with 3D simulation, physics simulation, settings dialog for properties and all the handling for Windows XP and Vista.
The project began mid-2008 when NVIDIA approached TGC to produce a simple screen saver to replace an earlier saver which had become dated. The saver was reproduced faithfully by Mike, who then proceeded to add shaders and effects such as reflective water and eye candy. This first version was then stripped back down to a simpler saver which closer resembled the original screensaver produced by the previous owners of the PhysX technology. It soon become apparent that NVIDIA wanted to take the screen saver further with the addition of carefully selected shaders and more PhysX features such as fluids, soft bodies and cloth. It took several months but we managed to implement everything requested, including the ability for the saver to raid your My Pictures folder and use the images found there to repaint the sky and cloth images within the simulation. With the addition of some smoothing effects and final testing on various operating systems we launched the screen saver as part of the NVIDIA Graphics Power Pack where it currently sits demonstrating the power of PhysX to NVIDIA end users.
At the end of the project, it was decided that releasing the source code to the saver was a great way to show just how easy it was to implement PhysX applications in DarkGDK, and so you can now find the download available from the DarkGDK website. We found the availability of up to date source code and information on screen saver authoring was thin on the ground, and so we hope this code will help you along if you are thinking about creating your own screensaver. You will also find other little gems in there such as scanning folders to collect image files, writing and reading to the registry to store application data across machine reboots and lots of code to show just how easy it is to set-up and run GPU accelerated physics in DarkGDK.
To explain the technique, you need to understand that a quad is a plane made up of two triangles, forming something like a flat sheet of paper onto which you can draw a tree image. Now imagine having a single object mesh made up of quad planes, stacked back to back and stretching into the distance like a huge domino chain. Each of these quads represents a single tree. A fully loaded vertex buffer can hold a lot of them. To keep the technique simple, we will use a vertex only mesh and ignore index buffers for now as we can still store over 10,000 quads in a vertex only mesh. For the modern GPU rendering this 30,000 vertex mesh is practically instantaneous. 153554b96e