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Tgf Fps Engine 2.2


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#101 Burrito

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Posted 12 October 2009 - 02:47 AM

Really neat engine.
I made a .gm6 copy of the .gmk.
Do you mind if I upload it to yoyo and post a link here for people without gamemaker 7?
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#102 flexaplex

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Posted 12 October 2009 - 04:19 AM

It's an engine, I don't really see much point of people putting engines on YYGs. I would be happy for you yo post the gm6 here if you wish for people to use.

I've kind of hit a stump with this project. I've surprisingly learnt a lot since I last worked on this and I think I could make a next version a lot, lot better to a point where this engine would actually be properly usable. But unfortunately I'm at the point where I really don't have the effort to properly work on this (or anything in GM really) any more. Kind of a shame.

Edited by flexaplex, 12 October 2009 - 04:34 AM.

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#103 Burrito

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Posted 13 October 2009 - 05:15 AM

Here's a link to the .gm6 version
(exactly the same as the .gmk just for gamemaker 6 users)

Download TFG FPS Engine 2.zip
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#104 twisted_games

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Posted 08 December 2009 - 03:23 AM

wow.... you've done wonders with the pile of crap that i started with... awesome job mate!
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#105 Shiin

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Posted 24 December 2009 - 12:38 PM

would i be able to talk anyone into helping me create a projectile based gun in this engine?
I'm looking and I don't quite understand the bullet creation enough to turn it into a projectile ... but if there were an example I could work from, I can figure it out from there.

flame me if you need more info. :)
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#106 flexaplex

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Posted 30 December 2009 - 03:05 AM

Yes there are definitely some improvements that can be made.

- The speed can still be improved on quite a bit (especially the unnecessary lag caused by the GUI in the room editor).
- The GUI is especially bad, I realise a lot more now than when I was making it.
- A top-down view for the room editor is definitely needed.
- The code could be a lot more noob friendly, some of the coding techniques I used are not especially good either. I wouldn't really want people to be using some of the techniques I have done so.
- Though better than any other 3D collision I have personally seen I would ideally still like to see it improved on much further so it was flexible to cover any type of collision perfectly (including bump-mapping).

Though I believe I might have the capability to add those things, I really don't have the patience any more. I was working on a new collision for ages, it's just a massive headache to get it as perfect as I would like, it doesn't even seem possible to do so in GM so I pretty much gave up on it eventually and gave up my desire to continue the project along side it.

Edited by flexaplex, 30 December 2009 - 03:06 AM.

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#107 Carbonated Game Studios

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Posted 14 January 2010 - 11:40 PM

Needs an update for GM8.
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#108 ster3o

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Posted 07 February 2010 - 03:24 PM

This is some great stuff! I've only ran it once, but it was simply amazing in every way.
So.. Wow, its pretty nice!

10/10
:)
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#109 omenofgod

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Posted 02 March 2010 - 03:52 AM

Hey I was trying to create an FPS and saw your engine. I tried it out and there was numerous errors. After fixing roughly 10 of them I stopped. Most of it had to do with global. vars not existing both in scripts and in the creation of the player icon. The player icon had nearly 5 and after that I decided to stop. Also in some of your scripts you had too many variables
"___________________________________________
COMPILATION ERROR in Script: load_resources
Error in code at line 12:
ds_list_add(global.bac,background_add("Backgrounds/"+cfile,true,false,true));
^
at position 79: Wrong number of arguments to function or script.

" that is an example. I am not quiet sure how other people got you game working? I fixed that error by deleting the extra "true". I just wanted to know if there was a version (I got the newest) that was not as buggy?
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#110 PhiL Blunt

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Posted 10 March 2010 - 03:13 PM

i think its because alot of the extra "true" and "zero" values are for gm7 alpha values.. something which is different in gm8. it is the case with most of the examples and tutorials around.
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#111 tablekorner

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Posted 28 March 2010 - 06:22 AM

im going to check this out later looks amazing
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#112 felipe2112

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Posted 16 July 2010 - 12:13 AM

I really need help with ur engine can u help me fizx these bugs


___________________________________________
ERROR in
action number 1
of Other Event: Room Start
for object hud:

Error in code at line 6:
debug_mode=-1;
^
at position 2: Cannot assign to the variable

___________________________________________
ERROR in
action number 1
of Draw Event
for object player:

Error in code at line 6:
d3d_set_projection_ext(x,y,z+height,x+(cos(lookdir*pi/180)),y-(sin(lookdir*pi/180)),z+height+tan(degtorad(zlook)),0,0,1,zoom,640/480,1,32000);
^
at position 45: Unknown variable lookdir

___________________________________________
ERROR in
action number 1
of Draw Event
for object hud:

Error in code at line 70:
ndirx=lengthdir_x(40,(360-player.lookdir)-180)+player.rc_center_x;
^
at position 43: Unknown variable lookdir

___________________________________________
ERROR in
action number 2
of Draw Event
for object hud:

Error in code at line 2:
if (show_options==1){
^
at position 6: Unknown variable show_options

___________________________________________
ERROR in
action number 1
of Step Event
for object player:

Error in code at line 4:
lookdir-=(display_mouse_get_x()-display_get_width()/2)/((20-(mouse_sensitivity_x*20))+0.5);
^
at position 6: Unknown variable lookdir
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#113 3DCube

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Posted 23 July 2010 - 05:37 AM

___________________________________________
COMPILATION ERROR in Script: load_resources
Error in code at line 12:
ds_list_add(global.bac,background_add("Backgrounds/"+cfile,true,false,true));
^
at position 79: Wrong number of arguments to function or script.
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#114 lbweb151

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Posted 08 August 2010 - 12:37 PM

Lol! This really is the best FPS engine I've ever seen, BUT there is one thing that you can add
Pushing the boxes on the ramps.
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#115 brett14

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Posted 08 August 2010 - 07:29 PM

For all the people haveing problems, fix them yourselves. This was designed for GM7, and GM8 uses pngs instead of bmps for images so there are a different number of arguments to loading images.
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#116 mister scoops

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Posted 12 August 2010 - 12:01 AM

Nevermind. I got it.

Edited by mister scoops, 14 August 2010 - 05:03 AM.

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#117 flexaplex

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Posted 12 February 2011 - 03:48 AM

UPDATE (12/02/2001)

This project has now been discontinued. However I have changed this idea into the Tribal project:
http://gmc.yoyogames.com/index.php?showtopic=499546

Tribal is no longer strictly an FPS but a 3D and 2D level editor which can be used alongside a game engine. The level editor is now massively improved and the overall engine is a lot better. I advise anyone who plans on actually creating 3D (or even 2D) games to take a look at it.

I'm glad I finally managed to update and complete this concept how I wanted it originally, I didn't think I ever would.

<so please do not post in this topic any more>

Edited by flexaplex, 14 February 2011 - 02:16 AM.

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