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FPSC Classic Work In Progress / [X9] Acid Factory MKII

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Avenging Eagle
18
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Joined: 2nd Oct 2005
Location: UK
Posted: 7th Mar 2009 02:35 Edited at: 7th Mar 2009 09:35
Some of you may remember the great troubles I had with a level I made for the little horror competition in January. COZ then decided to run his horror competition just after. With all the effort I put into Acid Factory, I didn't want it to be in vain, so I redesigned and rebuilt the level from scratch.

I submitted a somewhat half-baked version to COZ but it didn't win anything. However, I have since completed the level and it should now work.

FPSC wouldn't let me full lightmap it, so I've had to resort to quick lightmapping. Other than that, this level is complete.

Story:
You are Private Jason O'Niell, part of an unnamed peace-keeping, law-enforcing squad. As point man, you are sent on a recon mission after reports that a renegade scientist, Dr Hector Armstrong, has taken over a sub-terrainean acid production facility on the outskirts of the city.

His intentions are unknown, but he and his team are presumed dangerous and caution must be exercised. If possible, Dr Armstrong must be captured alive if for no other reason than to find out why he led an armed assault on the facility.

FPSC Version:
Un-modded V1.14

Screenshots:






Download:
http://files.filefront.com/Install+acid+factory+MKIIexe/;13421569;/fileinfo.html

Comments:
"Very well presented, nice atmosphere, great music, everything!" - Airslide

Credits:
Avenging Eagle - Level design, lighting, some of the music, voice-actor
Chris Williams - Voice-actor
freeplaymusic.com - Some of the music

Anyways, enjoy the level!

AE

xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 7th Mar 2009 05:22
Obviously, something went wrong.

The game started and there was something blocking the elevator. "You'll have to find another way around.", I was told. I walked the ledge on the left over to another ledge and jumped the rail. The door there was locked, so I turned left and jumped over the rail again, down one level.

From there I went through the duct and saw another lift below me. I jumped down onto the lift and it went to the bottom floor. When I stepped in the room, the game was completed.

It seemed a lot larger when I was installing it.

Best.

Airslide
19
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 7th Mar 2009 05:48
Xplosys - I think you may have somehow ended up in the elevator you enter at the end of the level. Try going a different route, as I believe I did, and you'll find it's a very long level.

And AE - talk about polish! Very well presented, nice atmosphere, great music, everything! The only real problem with it was the lack of a custom hud, and probably the weapon selection (WW2 weapons didn't really make a lot of sense). Also, the title screen took a long time to load - I assume that had to do with all the frames for the animated background. I'd say to load in a "loading" background first, but I believe FPSC preloads the images anyways.

Avenging Eagle
18
Years of Service
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Joined: 2nd Oct 2005
Location: UK
Posted: 7th Mar 2009 09:34
@ xplosys:
You did exactly what I wanted you to, so I don't know why the game ended at the bottom of the elevator shaft. That has never happened to me. However, I do not that even though I place the win zone in that shaft, it is above the player, so when he returns at the end of the level, he ascend above the railings and the door and wins the game. In practise, the game lets the player enter the lift on his return journey and then immediately fades out. Somehow you seemed to have triggered the win zone before it was ready. I promise, it WAS alot bigger level.

@ Airslide:
Thanks mate! I was using an elite instead of the colt45, but I got a weapon error so switched back to stock for testing purposes. The enemies were originally going to have some model pack 5 guns, or maybe the stock commandos, but I forgot...

AE

mgarand
16
Years of Service
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 7th Mar 2009 09:41
nice game, you did a great job!, the scripts you used for the lifts are amazing! was a bit strange this level looks a bit like one of mine

djmaster
User Banned
Posted: 7th Mar 2009 09:41
i played it,looked awesome,only there wasnt enough ammo for me so i got killed at the part where the doctor says it ends there and two guys come out of a hallway

A.K.A. djmaster
mgarand
16
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 7th Mar 2009 10:26
hehe i stolen a mp-40

xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 7th Mar 2009 15:38
Avenging Eagle,

I've played a few more times and it only did it one more time. Yes, there is a lot more to it, and a lot of little tricks I haven't seen before. I'll continue when I have time to finish.

Best.

darimc
17
Years of Service
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Joined: 19th Jan 2007
Location: Canada
Posted: 7th Mar 2009 17:28
That was amazing. Great game! But there were some glitches, like when you fall off of the antigrav platform, you can't get back up and have to restart. Or when I had to kill three guys, two of them didn't even shoot at me. Other than that, great game.



Apple Slicer
15
Years of Service
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 7th Mar 2009 22:53
I think that there shouldnt be so many badguys in that one area (area with three). I had horrible lag for some reason on this game.

5-10 fps. Overall, the game was awesome, I loved the whole animated Menu.


Airslide
19
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 7th Mar 2009 23:25
Everything ran perfectly smooth for me, granted I have a pretty good computer. Obviously FPSC still needs work in the optimization department. Once the latest source is released I'm going to see how well I can go through and improve things...

Roger Wilco
18
Years of Service
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 8th Mar 2009 00:16
Just like the first version, I enjoyed this a lot. Very well made, one moment almost had me scared, had I only been more concentrated.
I discovered a little something though. I might spoil something, so I'll hide it in a code-snippet.

As I said, it was an enjoyable level. Good length, well decorated and well lit. Thumbs up!

Zombies eaten people
17
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Joined: 17th Oct 2006
Location: valencia
Posted: 8th Mar 2009 19:32
I wonderd how did you get the installer.

The trekkie
Avenging Eagle
18
Years of Service
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Joined: 2nd Oct 2005
Location: UK
Posted: 8th Mar 2009 20:43
Thanks for your comments guys! It means a lot to have actually made something halfway decent after all the crashes and rebuilds I had.

@ mgarand:
Thanks! It's a fairly simple script actually, but it works well.

@ darimc:
Yes, I had a few problems with that while testing, but it appears to be very intermittent. I believe it's something to do with the 'Always Active' box.

@ Apple Slicer:
We should really thank Red Eye for that, it's amazing when those animated menus work

@ Airslide:
I couldn't agree more, there's a lot of optimisation that needs to be done to FPSC.

@ Roger Wilco:
Originally, there was going to be ammo there but I wanted the make the player panic when they ran very low on ammo.

@ Zombies eaten people:
I used Clickteam's Install Creator, as I always do. It is great at compressing file size. Acid Factory MKII is almost 600Mb unpacked, but the installer is about 240Mb. Google it, I think it's free

Keep your comments coming guys!

AE

Airslide
19
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Joined: 18th Oct 2004
Location: California
Posted: 9th Mar 2009 01:14
S4Real and I have found that FPSC can be given some rather major speed boosts by optimizing the distance-checking routines. There are still some bugs to sort out but hopefully S4's Project Blue should show huge speed increases that we may be able to get Lee to adopt

Ocho Geek
16
Years of Service
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Joined: 16th Aug 2007
Location: Manchester, UK
Posted: 15th Mar 2009 20:30
it is for me 60fps is really smooth, good look with that.

Im installing the game now, hope to give a review in a moment

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
Apple Slicer
15
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 15th Mar 2009 23:57
Hey, Avenging Eagle, what program did you make the menu movie in?
Mazz426
16
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Joined: 4th Feb 2008
Location: Edinburgh
Posted: 16th Mar 2009 19:20
i dont get it i've never managed to play one of your games and this one is no different it just crashes after i wait ages for it to load

gamer for life
Red Eye
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Posted: 16th Mar 2009 20:20
Quote: "Hey, Avenging Eagle, what program did you make the menu movie in?"


Yes how did you made it?

I do have a feeling but I could be wrong. hihi


NICE WORK ON YOUR GAME , NICE FEELING Downloading now


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Avenging Eagle
18
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Joined: 2nd Oct 2005
Location: UK
Posted: 17th Mar 2009 02:11
I took a screenshot in FPSC, cropped it in Paint Shop Pro (but any picture-editing software will do), and added noise, glow and interference in Compositelab Pro, then rendered it as a .png sequence.

Thanks to Red Eye's menu script (combined with a few adjustments to make it make at 24FPS rather than 10), I was able to quickly implement the menu. This all had to be done after the game was built mind you. I overwrote the .fpi for the menu and added some new folders to make it work, so mothing too major, but it was done post-build.

Hope that makes sense,

AE

Defy
FPSC BOTB Developer
VBOTB Developer '09
16
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Joined: 20th Aug 2007
Location:
Posted: 17th Mar 2009 09:08
I didn't get a chance to check this out yet. Looking forward to it. Sounds like some nice custom work with the menu, well done.
Red Eye
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Posted: 17th Mar 2009 17:00
Quote: "combined with a few adjustments to make it make at 24FPS rather than 10"


maybe i din't understood you well

but the script i made was good for 100 frames


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Avenging Eagle
18
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Joined: 2nd Oct 2005
Location: UK
Posted: 18th Mar 2009 23:37
Yes, the script you made was for 129 frames, but each new frame was originally scripted to appear 1000 milliseconds after the previous frame. This effectively meant the menu played at 10 frames per second. I changed these timings to get 24 frames per second.

Does that help?

AE

Airslide
19
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Joined: 18th Oct 2004
Location: California
Posted: 19th Mar 2009 01:06
I tried to do something similar, and started by adding noise manually in Photoshop. Got lazy and wrote a program for it

Apple Slicer
15
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 24th Apr 2009 04:00
Link is Dead.
Nickydude
Retired Moderator
17
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 27th Apr 2009 22:56
Quote: "Link is Dead. "


No more Zelda games!

Apple Slicer
15
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 28th Apr 2009 17:20 Edited at: 28th Apr 2009 17:20
Quote: "No more Zelda games!"


It took me a while to figure out what you meant there. lol.

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