Homebrew DS FPS Maker

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So I actually started working on a portal DS proof of concept thing and so far it seems to be working as I'd hoped it would. :)

portal1.png
portal2.png

I know the screenshots don't look great but believe me, when in motion it actually does feel like a real portal !
However, I can't do more than that right now because the only map I have for this engine is the one from ACOTSYE and it takes up way too much ram for me to be able to get the second portal working. So I need to create a small map using the editor. The thing is though, I can't actually do it myself because I don't have my DS around and I don't think any emulator supports writing to FAT...

So if anyone could just open up the FPSmaker editor, create a simple room with one light and maybe a pillar or two and upload it, I'd both be very grateful and able to continue this project. :)
 
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Here you go^^ http://www.mediafire...taa0rpe7jepl9zn

EDIT: BTW: I hope you'll improve the collision... (I was standing right in front of a monster and shot -> No damage. WTF?! xD And a monster was behind a pillar but was able to hit me!?) Otherwise, its a really nice game :D
Thanks a lot for the map, it's exactly what I needed. :D And actually yeah, I have fixed the collisions already, I'd made a stupid mistake in my rush to release the game on time; the fix'll definitely be in the next update.

Here's a screenshot with two portals : (the viewpoints are in the wrong direction but that's the next thing I'll be fixing)
portals1.png
 
I'll be honest, I preferred the FPS thing to the Portal thing.
Well, to each his own I guess. :P I'm not abandoning FPS maker but right now I do think portal DS is an idea worth pursuing and it's actually a more interesting project; I really want to know if it's feasible on the DS, and if it is I think it'd be cool to have a portal clone with a little "campaign" and an embedded level editor.
 
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I'll be honest, I preferred the FPS thing to the Portal thing.
Well, to each his own I guess. :P I'm not abandoning FPS maker but right now I do think portal DS is an idea worth pursuing and it's actually a more interesting project; I really want to know if it's feasible on the DS, and if it is I think it'd be cool to have a portal clone with a little "campaign" and an embedded level editor.
hi smealum can you edit the yeti model and change it to a zombie model please and i also prefer the fps thing to portal but it still is cool
 
I'll be honest, I preferred the FPS thing to the Portal thing.
Well, to each his own I guess. :P I'm not abandoning FPS maker but right now I do think portal DS is an idea worth pursuing and it's actually a more interesting project; I really want to know if it's feasible on the DS, and if it is I think it'd be cool to have a portal clone with a little "campaign" and an embedded level editor.

Well, there already is a Portal game on DS. Still Alive.

It's 2D, but still.
 
I'll be honest, I preferred the FPS thing to the Portal thing.
Well, to each his own I guess. :P I'm not abandoning FPS maker but right now I do think portal DS is an idea worth pursuing and it's actually a more interesting project; I really want to know if it's feasible on the DS, and if it is I think it'd be cool to have a portal clone with a little "campaign" and an embedded level editor.

Well, there already is a Portal game on DS. Still Alive.

It's 2D, but still.
Well that's the thing though, while SA is great 3D is pretty integral to portal as a whole so I'm hoping my game will be closer to the original.

Anyway, I'm making progress; you can't actually go through portals yet, but other than that they work well, and you can shoot them on walls. (the enemy models is actually the player; it's not really appropriate but I don't have much of a choice right now)
portals3.png
portals4.png
portals2.png

I'll be honest, I preferred the FPS thing to the Portal thing.
Well, to each his own I guess. :P I'm not abandoning FPS maker but right now I do think portal DS is an idea worth pursuing and it's actually a more interesting project; I really want to know if it's feasible on the DS, and if it is I think it'd be cool to have a portal clone with a little "campaign" and an embedded level editor.
hi smealum can you edit the yeti model and change it to a zombie model please and i also prefer the fps thing to portal but it still is cool
Changing the yeti model for a zombie one is very possible, but I don't have a zombie model and I'm not a 3D artist, so I can't really do it myself... If you want to look for or make one though, it'd have to be a rather low polycount MD2 model, if that helps.
 
I have a zombie model on my Mac computer in .swf for adobe flash player it's also fully animated so could you converted to md2 or something like that?


I also have a bug for the game too :

So if you go through a door and try to go back it won't let you and sometimes the gun is black and uncolored :(

P.s. you should add a new gun :)
 
Uh smea just throwing a idea out there for fps maker, Different kind of endings? like instead of the cup of tea ending you could upload one or something? i dont know i dont make homebrew and, You Are the God of 3D Homebrew.
 
Uh smea just throwing a idea out there for fps maker, Different kind of endings? like instead of the cup of tea ending you could upload one or something? i dont know i dont make homebrew and, You Are the God of 3D Homebrew.

You can edit the victory.pcx with gimp 2.8?
:)
 
Uh smea just throwing a idea out there for fps maker, Different kind of endings? like instead of the cup of tea ending you could upload one or something? i dont know i dont make homebrew and, You Are the God of 3D Homebrew.

You can edit the victory.pcx with gimp 2.8?
:)
Yeah that's pretty much the right way to go about it. Of course there'll be more customization available right from the editor down the line (stuff like menus might not have a WYSIWYG editor though) but you shouldnt hesitate to take a look at the files and edit them. Stuff like pcx and md2 are pretty standard formats so finding an editor shouldn't be too hard, hopefully.
 
Smea I have a zombie model that's animated in .swf so....


WHaT do I DO wITh it!!!
I'm sorry, but as far as I know swf files are flash binaries and I have no idea how to get a 3D model from one, so I can't really help you. :/ As I said, the engine takes low poly md2 files, so try to find a way to convert your model or find another one.
 
I know most people don't seem to be for this "portal DS" project, but I'm making some good progress so here's a short (and crappy quality) video :

I like both the Portal idea, as well as the FPS Editor, and don't see why they can't exist side by side. There's a lot of overlap between two projects, so much of the development on one should carry over to the other. I actually had the same thought of this potentially being used for a portal-type game prior to it being mentioned, though I wasn't sure how viable it would be given the limitations of the DS hardware. It looks like it's coming along pretty well so far though.

In any case, I got around to trying the Editor the other day, and I must say it's really quite neat. While there are certainly a lot of things that could be added or improved, the interface itself works rather well, and is easy to get working with following a quick glance over the tutorial. I did notice some things I wouldn't mind seeing improved though, that I thought I'd mention here.

First, is that compiling levels can take a rather long time with larger, more detailed rooms with multiple light sources. I suspect the vast majority of this time is spent computing the light map, so it would be nice to have some basic control over the light mapping process. For example, there could be a quick-compile button that skips rendering the lightmap altogether, just setting all surfaces to fully-lit. There could also be another option that renders a less detailed lightmap, so you can get a basic idea of how the lighting will look with a full compile, but in a fraction of the time. Another thing that would be nice to have would be a progress indicator, even if it just updates the approximate percentage complete after each light is processed. Maybe a readout reading "1 of 7 lights processed" or something like that. Displaying the total compile time at the end might be useful too.

It would also be nice to see skyboxes added. The skybox itself could just be a simple hidden cube with fully-lit textures covering the walls, floor and ceiling, and surfaces set to a skybox material in the level could show the view from the center of that cube. The skybox's textures could be edited outside the editor. It might also be cool if directional light could be emitted from such surfaces, with the direction and intensity of light configurable. On a somewhat related note, being able to set an overall ambient light level for a level would be useful, allowing areas not within a light's radius to remain somewhat lit.

A basic pixel art editor to edit materials directly in the editor could be nice too. I'm sure sure are other things I noticed that I'm just not thinking of at the moment as well. : )

As a quick note about the game, the select button is a bit awkward for opening doors. The select button tends to move around between different DS interations as well, so it may be more awkward on some systems than on others. It would make more sense for doors to just open automatically when bumping into them.

On a side note, that is the weakest-sounding gun ever. It's like a staple gun. Due to the lack of audio-visual feedback, I didn't even realize I was shooting it at first. : P
 

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