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FPSC Classic Scripts / Railshooter/Lightgun game

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fallen one
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Posted: 16th Apr 2007 23:08
I love those light gun rail shooter style games, you know the ones House Of The Dead, Virtua Cop et all.

It would be great to make one in fpsc.

Disable the mouse look, have the camera follow way points, or just have the player character follow way points, have the mouse be independent to the look view and be able to travel on the screen independent to the characters view and hey presto you have a light gun game.

It would be nice to have some control on where the character or camera can look, you may need something to do that, perhaps look targets, or a command on the way points that the camera or player follows, ie look at look target or other way ponts.

What do you think to this? how would you approach this? Is it possible?
Butter fingers
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Posted: 16th Apr 2007 23:47
Quote: "What do you think to this? how would you approach this? Is it possible?"


I think its an out-moded genre.

I wouldn't approach it with a 10 foot pole

It'd be so hard and tricky to implement in FPSC, you'd be better just trying it in DBpro. It'd actually be easier.....as in, no its not possible.

Quote: "Disable the mouse look, have the camera follow way points, or just have the player character follow way points, have the mouse be independent to the look view and be able to travel on the screen independent to the characters view and hey presto you have a light gun game."


Hey presto?!... yes, except, not one single thing mentioned in the the paragraph before the phrase "hey presto" is possible in FPSC.

Flatlander
FPSC Tool Maker
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Posted: 17th Apr 2007 00:20
Yup, probably no such magic in FPSC. I looked at the commands (actions) available and there is nothing for the camera. As far as the player, there is "associateplayer" that is used for the lifts but I'm not sure you can associate the player with waypoints. There are also "PLRMOVEabc" actions but they would have to be a part of another entity script.

Doing it in DBpro would certainly be possible.

I had to add my two cents worth since I had alreay did a little checking.

As opposed to Highlander.
fallen one
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Posted: 17th Apr 2007 01:51
Quote: "I think its an out-moded genre."


not so, look at the amusement industry, they are still making the things and have done so for years, I don't see them moving on either for quite some time either, so if one was looking at the AM market then it is a genre, but the market sells so few that one has to look at cheap engines like fpsc, don't say pick an engine more complex than fpsc, because if you did you would never see any profit period, I am well aware of the prices of most engines available and the sales figures of the AM market.

The new fpsc x10 has some possibilities that would make it as an option for the AM market if it could be converted to what is needed. If that could be converted to the AM market then it would make a viable vehicle. In theory it could be converted to DB, but has anyone compiled fpsc successfully to DB.
fallen one
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Posted: 17th Apr 2007 16:52
Why not just use a character and tell the character where to go beforehand, a railshooter just means the player doesnt control their own character, so what you are doing it pre making the decisions beforehand, if enemy AI can follow way points, then so can the player, its just a matter of having it follow way points that you put in the game and disabling the mouse look and having the cross hair move around the screen independently. Shouldn't that work?
foxking
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Posted: 17th Apr 2007 17:50
your thing would be WAY too complex to script - I once tried making somthing like this in gm6 - I did okayish...

best to try this in DBP

fallen one
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Posted: 17th Apr 2007 18:35
But in DBP we don't have instancing like in fpsc X10, infact you don't have anything in DBP, isn't it just a programming language, no editor no nothing, that's not an engine, as far as I have heard as well no one has compiled fpsc successfully in it, sure you can port a map, that's all you will port as well. this shouldn't be that hard, I thought fpsc was made in basic, so you can script what you want then, whats so odd about not having player control and saying look character follow a way point, you have a way point for the character, and it follows them, that's it, the mouse look is disabled and you can move it around the screen and not have it centred to view, doesn't sound complex to me, though I'm not a coder, but it seems straight forward, whats so hard about the player following way points like the bots do.
fallen one
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Posted: 17th Apr 2007 20:03
If a player cannot follow a way point, a bot can, instruct the player to follow the bot that's following the way point, there is a follow script, make the bot transparent, just give its texture an all over alpha and get rid of its collision. or failing that, put the player on a mover, you have lifts in the game and animated doors etc, animate a platform for the character to stand on, make it so that the mover encases the player completely so blasts etc don't throw him of the thing, that will do it as well, I still think a player should be able to follow way points like a bot can, whats wrong with that?
Gamz
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Posted: 17th Apr 2007 20:50
DB Pro is a great engine, and is alot better thann FPSC. You can accomplish so much more with it. But I love FPSC as well.

I am a manifestation of your subconscious.
fallen one
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Posted: 17th Apr 2007 21:45
Quote: "DB Pro is a great engine"


Is it an engine or a programming piece of software, does it have a front end, an editor, I get the idea it doesnt, if there is no editor then its not an engine, engines run things, if it isnt running anything then its not an engine period.

did a search and got this
http://basic.mindteq.com/Details/DarkBasic.html
if thats what it is, its not an engine, hell will freeze over first before I design an engine from the ground up.
fallen one
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Posted: 17th Apr 2007 21:50
No edit button for me for some reason so Ill add here, if DB is a programming engine, then there is nothing there, hell why not just get the C4 engine for 200 usd, add some pathing in and you are away with it, fpsc is good as its there, you can make games with it, but there is no way I am going to program a whole engine, hell it would take forever, whats the point of that.
filya
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Posted: 17th Apr 2007 21:58
Quote: "If a player cannot follow a way point, a bot can, instruct the player to follow the bot that's following the way point, there is a follow script, make the bot transparent, just give its texture an all over alpha and get rid of its collision. or failing that, put the player on a mover, you have lifts in the game and animated doors etc, animate a platform for the character to stand on, make it so that the mover encases the player completely so blasts etc don't throw him of the thing, that will do it as well, I still think a player should be able to follow way points like a bot can, whats wrong with that? "


then do it.

-- game dev is fun...but taking up too much time --
Butter fingers
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Posted: 18th Apr 2007 03:41
fallen one. I wasn't going to post back, because proving someone wrong is pointless when they'll never admit it. I'll admit when I'm wrong so here's the skinny : if you make a propper on rails shooter in FPSC, I'll eat my graphics card. I will actually film it and post it on youtube. That's how much I believe you will fail at this...

now on to the deconstruction.

you said:
Quote: "if enemy AI can follow way points, then so can the player, its just a matter of having it follow way points that you put in the game and disabling the mouse look and having the cross hair move around the screen independently. Shouldn't that work?"


even though 3 posts before that I told you that the functions you were describing could not be done in FPSC. THen 2 posts later you start re-iterating what you have already typed twice:

Quote: "whats so odd about not having player control and saying look character follow a way point, you have a way point for the character, and it follows them, that's it, the mouse look is disabled and you can move it around the screen and not have it centred to view, doesn't sound complex to me, though I'm not a coder, but it seems straight forward, whats so hard about the player following way points like the bots do."


Funnily enough, even if you type it 3 times.... it's still not possible. And while we're examining what you put in that post, these are worth noting:

Quote: "no one has compiled fpsc successfully in it [darkbasic]"

try checking out empty's mod in the showcase forum.

Quote: "fpsc was made in basic, so you can script what you want"

Not true. FPSC was compiled in DBpro, but further scripts use the FPI language, which is unique to FPSC, and can only use the pre-assigned commands defined in the manual.

Then there's this bit:
Quote: "If a player cannot follow a way point, a bot can, instruct the player to follow the bot that's following the way point, there is a follow script, make the bot transparent, just give its texture an all over alpha and get rid of its collision. or failing that, put the player on a mover, you have lifts in the game and animated doors etc, animate a platform for the character to stand on, make it so that the mover encases the player completely so blasts etc don't throw him of the thing, that will do it as well, I still think a player should be able to follow way points like a bot can, whats wrong with that?"

well yes that does all seem very possible. But if you actually tried to implement this, you would realise that, again, it's nigh on impossible. If it was as easy as this, don't you think we'd have drivable vehicles by now?

To round up. If it's as easy as you keep saying (over and over and over and over), then do it. I challenge you (gauntlets down and everything) to prove me wrong.

fallen one
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Posted: 18th Apr 2007 06:13
Quote: " Not true. FPSC was compiled in DBpro, but further scripts use the FPI language, which is unique to FPSC, and can only use the pre-assigned commands defined in the manual."


That is the answer thats needed, if that was said at the start then id know why the hell it couldnt do it.


Quote: "try checking out empty's mod in the showcase forum."


Whats the game called, the search option doesnt allow search by author.
filya
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Posted: 18th Apr 2007 11:11
Quote: "That is the answer thats needed, if that was said at the start then id know why the hell it couldnt do it."


if your question was : "Is the FPSC scripting language dark basic?" then you would have got this answer.

But your question was : "What do you think to this? how would you approach this? Is it possible? "

So you got "Can't do it!" "You can not" "No" as the answers.



And if you didn't even know about FPI scripting (showing your lack of FPSC knowledge), why were you even arguing with everyone here?

-- game dev is fun...but taking up too much time --
Slayer222
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Posted: 18th Apr 2007 23:13
which graphics card Butters, your new one lol? If an entity has physics on it reacts like a box aka: impossible to make anything exept for a flat top lift, butters is pretty safe on this one.
Slayer_2

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vorconan
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Posted: 19th Apr 2007 01:09 Edited at: 19th Apr 2007 01:11
I think with DBPRO this wouldn't be possible without a very well coded dll (plugin). FPSC? Forget it, right now. If you do it through FPI scripting, or just something like that, ill let butters eat his graphics card, and then ill eat him.

Just to show you how hard plugins are if you struggle to know the boundaries of FPSC, look at the dll talk board on this forum. And don't think there is anything more to say, just look.
Butter fingers
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Posted: 19th Apr 2007 02:35
Quote: "which graphics card Butters, your new one lol?"


God no, and not because it's amazing, but simply because it's absolutely huge, and has a heat sink so hectic, you would definately need dental treatment if you tried to munch it.

I'll eat my awful old ATI Radeon... it'd probably taste stale..lol

Slayer222
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Posted: 19th Apr 2007 06:33
Awww what I really wanted to see the heat sink get munched lol.
Slayer_2

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foxking
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Posted: 19th Apr 2007 21:46 Edited at: 19th Apr 2007 21:50
Fallen - first you dont know what fpi is, then you more or less say everyone else here is wrong and you are right then you go and say that DBP is rubbish when just about EVERYONE else knows otherwise! You've lost this argument - go learn DBP and make the game. Just because you cant program doesn't mean programming languages like DBP are useless and pointless.

smith
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Posted: 20th Apr 2007 15:29
Quote: "I'll eat my graphics card. I will actually film it and post it on youtube"

Dude, I would pay money to see that.

big..hahaha..you said big!
fallen one
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Posted: 23rd Apr 2007 00:21
Quote: "your thing would be WAY too complex to script - I once tried making somthing like this in gm6 - I did okayish...

best to try this in DBP"


There was that 2d shooter game creator.
http://redsparkstudios.co.uk/2dsgc.htm
I belive that was made in Gamemaker, it had no demo to try the software, only an example of a game made in it,odd license on it as well.
smith
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Posted: 24th Apr 2007 09:45
Game Maker 6.0 can make FPS. Ive done it.
http://gamemaker.nl/tutorial.html
Nows tehres 7.0...damm...need update..

big..hahaha..you said big!
fallen one
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Posted: 25th Apr 2007 17:09 Edited at: 25th Apr 2007 17:09
yea I did that GM tut as well, would be better if you could stick meshes down instead of drawing the walls.

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