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FPSC Classic Work In Progress / My first game: Emergence

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CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 13th Jan 2008 16:27
Can't wait for the demo....

Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 13th Jan 2008 16:30
Actually, coffee grunt, I've decided to release this as a free game, and it will only be 4 levels. So since it's almost done, I'm just going to release the game, and not a demo, if that's alright.

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 13th Jan 2008 16:32
That's more than alright.......

That's great!

Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 13th Jan 2008 16:39 Edited at: 27th Jan 2008 21:40
Lol. It just means I have to put a lot more work into it. Obviously more people are going to play it if it free, so more people can judge it. That's what I want. I want to know where and how I can improve. This game will not have very much of my custom media. In fact, there is only about one or two items that I've made. So that's an area that will be changed for future games. This game doesn't have very many enemies yet, but that will change. I try to not just make a game and then forget about it. I try to poll everyone to see what they think and where I can improve, and if it's free, then there will be more people to poll.

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 13th Jan 2008 16:45
Yehh....

I'm gonna try make some models for Hazardous Waste........

Especially the core, I'll need to do that.

Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 13th Jan 2008 16:53
I'm actually glad Tristan Craft is forcing me to learn how to model for games. I knew a little modelling before, but not for realistic objects, and certainly not for low poly objects.

[url=http://gunn3rgames.zxq.net]
[/url]
Zdrok
17
Years of Service
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 13th Jan 2008 17:55
Whoa, whoa, wait, hold the phone! 4 levels? I may not be downloading your game for no reason at all (don't ask), but my game will have more than 5 times that amount! Why only 4, when you could make a bigger game?

Failure to Cooperate
Coming to a PC near you.
Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 13th Jan 2008 19:58
Because the levels are a decent size and semi-realistically show the distance between the outside of the facility to the offices. That's the only place you need to get to, and besides, if I was to spend a really long time on this, I wouldn't be able to work on TC. I'm trying to push my focus towards TC, and would like to get this off my shoulders so that I can do so.

[url=http://gunn3rgames.zxq.net]
[/url]
Zdrok
17
Years of Service
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 13th Jan 2008 21:29
Oh, alright then.

Failure to Cooperate
Coming to a PC near you.
Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 13th Jan 2008 21:32
Another reason why I'm pushing this one is because it's been in development for almost 6 months, and it's not really gone anywhere. So, unless it really takes off when I finish up the game, it's not going to be that long.

[url=http://gunn3rgames.zxq.net]
[/url]
Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 15th Jan 2008 04:06
Sorry for the double post, but I've decided not to release this until Lemur comes out, that way I can work in the hud and the other features.

[url=http://gunn3rgames.zxq.net]
[/url]
Perdition
16
Years of Service
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Joined: 14th Jan 2008
Location: Oregon
Posted: 15th Jan 2008 05:41
looks great, keep it up
Swiff Epics
16
Years of Service
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Joined: 15th Jan 2008
Location:
Posted: 15th Jan 2008 20:13
i watched it the other night when i was reading stuff on the forum(ihadnt registered yet)..looks pretty good man, im new to fps creator and from what ive made this looks sick blud.

Gaming pro
Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 24th Jan 2008 18:07
Thanks guys. If you guys need any help with the warehouse, the tutorial will be released soon (hopefully). The game will be released when Lemur is released, as sort of a "Lemur Launch Title", if you will. Looking over the progress of this game, I've learned a lot of methods that I can't explain to other's because it was just trial and error. If you guys need any help with anything, drop me an email and I'll see what I could do to help out.

[url=http://gunn3rgames.zxq.net]
[/url]
GP PrOdUcTiOnS
17
Years of Service
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Joined: 27th Jul 2007
Location: WWW.
Posted: 2nd Feb 2008 22:15 Edited at: 2nd Feb 2008 22:16
wow Gunn3r the game looks great!
you did great with the lighting.
man i only new you from emails and Myricals arc but this is the 1st time Ive looked at your game and WOW.
Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 2nd Feb 2008 22:37
Thanks. I try to put my best into my work, and not let others see it until I've had a lot of time to tweak it. I'm just about done with the level design for level 1 and then it's just sitting and waiting until Lemur comes out as far as the single player goes. I've gotten some tips about my multiplayer maps for this game, and I will redo those until it satisfies most people. (I can't satisfy everyone...)

[url=http://gunn3rgames.zxq.net]
[/url]
Goosebox
17
Years of Service
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Joined: 20th Jul 2007
Location: The US and A
Posted: 3rd Feb 2008 17:31
dude, the warehouse looks awesome, in some way, it reminds me of F.E.A.R.....

-goose

User of AMD Athlon(tm) XP 2800+ 2.08GHZ CPU, 1GB RAM, NVIDIA GeForce FX 5700 256MB Memory Graphics Card.
Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 3rd Feb 2008 17:52
Thanks man. I've been working hard to get this, IMO, just right. Things are to that point yet, but I'm working on it.

[url=http://gunn3rgames.zxq.net]
[/url]
Goosebox
17
Years of Service
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Joined: 20th Jul 2007
Location: The US and A
Posted: 3rd Feb 2008 18:00
maybe you should try a little bit of bump-mapping on the wall and floor textures, like in the warehouse areas to add a little more realism...

-goose

User of AMD Athlon(tm) XP 2800+ 2.08GHZ CPU, 1GB RAM, NVIDIA GeForce FX 5700 256MB Memory Graphics Card.
Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 3rd Feb 2008 18:05
I can try that out. It'll be a while, because I don't know how to bump-map...
I've just started working on a custom score for TC, so I've given that all my attention, and have kind of neglected this for the time being. If I can pull myself away from score-making for a while, I'll try and learn how to bump-map. I eventually need to learn someday...

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 3rd Feb 2008 18:12
@Gunn3r

For bump-mapping, Google "crazy-bump" it's really easy to use, and puts out effective results, You'll need specular maps as well, which crazy bump does......

Good luck with the game!

Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 3rd Feb 2008 18:21
I used the trial version of Crazy Bump, and I thought it was really cool, but I'm not sure on how to get the results into FPSC.

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 3rd Feb 2008 22:31
You need to open the segments .fps in notepad and edit these:

texturen = Your normal map
textured = Your texture
textures = your secular map

At least, that's what i gathered from the chat i had with Cheese Cake about it...

Gunn3r
18
Years of Service
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 3rd Feb 2008 22:56
Thanks for the help, coffee grunt. I'll mess around with it until I get it correct.

@Everyone else, if you have any suggestions about what I should work on, please tell me.

[url=http://gunn3rgames.zxq.net]
[/url]

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