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The possibilities are endless…

FPS Creator Advance

Why read this book?


Many independent game developers lost interest in their
current project and they leave it because they are
independent. This book inspires FPS Creator game
developers and can make you realize that FPS Creator have
the power to create commercial quality games. We
recommend new-comers of FPS Creator to read this book
but it is also effective on experienced users.

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Contents

Introduction to FPS Creator and this book 4

About FPS Creator Modifications 5

About FPI scripting language 7

Don’t except too much 8

Commercial games 9

Quality VS Fun 10

How to create advance games with FPS Creator 11

Some Best of FPS Creator Games 12

Publishing your game and making it commercial 28

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Introduction to FPS Creator

What is FPS Creator?

FPS Creator is a fully graphical Windows based editor allows you to


literally paint your maps with pixel perfect 3D precision and create
great looking scenes like these in a matter of minutes:

The best thing I like about FPS Creator is this software always in
progress with the help of advance mod makers to FPS Creator / Dark
BASIC programmers.

What will this book cover about FPS Creator?


This book is mainly aimed at Best FPS Creator commercial quality
games with the advance endless features to publishing your game.
We tried our best to make this book will make you realize that FPS
Creator can be used to create commercial games that can be
published.

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About FPS Creator Modifications

Whenever I think about creating an advance game with FPS Creator


the first thing that came into my mind is “FPS Creator Modification”
also known as “FPS Creator Mod” or “FPSC MOD”

What is a FPS Creator Mod?

FPS Creator Mod is a change in FPS Creator source code using Dark
BASIC that pushes the limit of FPS Creator features. Recent releases
of user-made modifications are a big hit on the limits of FPS Creator.

But don’t rush, if you are totally new to FPS Creator, you should first
make some simple games with default scripts and media then move
to FPI scripting (Click here to know more).

Some of the best recent Mods for FPS Creator are:

 Project Blue UM edition (recommended for updated version of


FPS Creator)

 Ply’s Mod
 Wiz Mod
 Air Mod
 S4 Mod
 Lemur

I will only talk about Project Blue UM edition because many of the
mods listed below it are interpreted into it.

Features

1.Plymod v1.09 integrated. (Not all features)


2. Air mod v06 integrated.
3. Lemur v2 (Multiplayer features integrated)
4.s4mod integrated
5.Timer based logic.

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“The mod has many features and is like an ultimate mod with most
mod's integrated into the one.” By s4real (creator)

It is not free but I swear it will worth buying and its only £17 English
pounds and you don’t need to pay for updates, all updates are
free.

Go buy it and push the limitations of FPS Creator.

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About FPI scripting language

What is FPI scripting language?

FPI scripting language is a computer language that controls the


appearance of your game’s objects to the actions and reactions of it.
It controls everything! From A to Z.

How do I learn to code?

You don’t need to have a previous knowledge of scripting like C# or


C++. You can just start now, and remember it will look hard first but
after you coded your first custom script, you will found it very easy.
The best way to start coding PFI scripts is to read FPI scripting
tutorials available in FPS Creator Community Guide.

After reading the tutorials you should start hacking the scripts that
comes with FPS Creator. If you face some problems, you should go
and post it to TGC forum, the forum members will help you get the
script working.

Some programs that can help you learn this language is listed below:

 X Plain (FPI scripting language to English converter, helps you


to understand each line of code)
 FPS Creator Community Guide (FPI scripting tutorials and
much more)
 FPI EditPad (software you can use to edit or write codes you
can also use NotePad but this software makes it easy to borrow
action and commands, it also warns you coding mistakes)

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Don’t except too much!


With FPS Creator, you won't be making the next Half-Life or Doom;
those games were created with massive teams and resources. But
don't let that keep you from striving towards your game-design goals.
At the very least, FPS Creator is an excellent way to learn the
complete game-design process; from inception to final product.
Additionally, online FPS gamers can create fully-functional
Multiplayer Games. Some teams can use FPS Creator as a "virtual
sketchpad" to mock-up a test level, before committing valuable time
to actual level design in another engine. Other developers have used
FPS Creator to create a First-Person game that involves no guns at
all (such as mazes). For artists; FPSC gives you an easy way to see
your media in a real game environment.


-KeithC (FPSC Moderator)

I believe that you can make a commercial quality game with FPS
Creator if we have fully skilled 3D artists, 2D artists, Dark BASIC
programmers, FPI scripters and highly skilled animators. They all
create custom content for FPS Creator to use in their game.
Remember the more your game will have custom content and actions
the more it will be turn into commercial quality.

But as KeithC said, don’t except you will


be making next big titles; just don’t imagine that, it will make you
down.

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Commercial Games

What makes a game commercial?

Always have a tester for your game from your game’s target
audience. For what age have you made the game for? 5? 10? 17?
52? Who will play it? hard-core gamers? Casual gamers? Or who?
Answer those two questions and you have your target audience.
Now you know your target audience, pick out a gamer from that
group to test your game. Don’t force them if they don’t want to, just
leave them and walk forward finding new ones that are really
interested in gaming.

IMPORTANT NOTE: Never ever use your family and best friends
as a tester of your game (you can let them play once your game
completed). Since you are blind with your own mistakes, your
family and friends can never be totally honest, they will try to keep
your heart by lying.

LEARN TO DO PAPER WORK

Always draw your level on paper before launching FPS Creator.

Always write GDD (Game Design Document) and/or GCD (Game


Concept Document) before getting into the development part of
the game.

A tool called GDD Creator can be downloaded from:


http://www.grapixentertainment.com/gdd_creator.html

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Is there any commercial quality game made with FPS


Creator?

Yes, there are many. But the best one (I think) is currently Work In
Progress named MEAT, you can find it by searching “MEAT” in
FPS Creator forums.

Screenshot of DOOM 3

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Quality VS Fun
The quality you see in Bioshock’s screenshots and in FPS Creator
game’s screenshots will never be matched. But if you don’t pay too
much attention in the FUN part of the game no matter how much
realistic it looks, your game will be flop. So, pay attention on the FUN
part, play your game and see that if you are getting the FUN out of it.
Always think that if Quality and Fun will fight, Fun will win. In
example, casual game developers of Zuma paid attention on the FUN
part, and this leads their game to what it is now.

Bioshock

Zuma

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How to create advance games with FPS


Creator?

Below is a list of things you should use

 FPS Creator Modification


 3D Studio MAX (or Google SketchUp)
 MilkShape 3D
 Entity Workshop (or Magic FPS)

FPS Creator Modification


Details: Please see page no.5 to see more

3D Studio MAX
Lets you create 3D models for your game.

MilkShape 3D
Lets you use your 3D model in your game (by converting it to
DirectX format)

Entity Workshop
Lets you import DirectX models and make them FPS Creator
ready model.

Keep in mind that the more you use custom content the more your
game’s viewer will increase. If you change EVERY bit of things
player can see (even each gun huds, and yes, custom gun too).
This can make your game hit. Your game needs a good story.

If you will do original, you will get the result


stunning than ever. “Original” meaning no Call Of Duty or Half Life
remakes. Think something different from others, totally different!

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Some Best of FPS Creator games

Froggy Shoot Out

Publisher: Self-published
Developer: Dennis Borruso (3dfrog)

Download:

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Interview with Dennis Borruso

What is the objectives of this game?

In this game your objective is to kill all the frogs that have taken
over the town. You have to find the keys to open the doors to the
next level where you will explore different environments and fight
different frogs. There is the main outdoor level, the stables, the
general store, the bank, the saloon, and finally the jail where you
battle the frog sheriff.

Why do you created a game on FROG and how is the idea came
into your mind?

I have had a fascination with frogs as long as I can remember. I


just find them the funniest little creatures. I like to use them in my
work when I can and even named my business 3dfrog.

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When I first got FPSC I knew I wanted to make a game but


didn't now what. I played around with it a while having fun and
learning how to use it with custom media. Then not too much
longer after I decided I wanted to make a froggy shooter. I
modelled a frog and thought 'Hmm, just a frog isn't enough, he
needs a theme'. Then I had the idea of making it a western and
Froggy Shoot Out was born.

How much time it took you to create Froggy Shoot Out game?

I worked hard on this for a while and made pretty good progress,
but other things in life took priority after a while and I lost sight of
Froggy Shoot Out. I thought I would never get to finish it. Then
more than a year later I found myself back into this game with
even more enthusiasm than before. The amount of work it takes to
make a full featured game gets intimidating at times. But I love
doing this kind of work and have a great time making the game a
reality.

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How do you get your custom models done?

I started making the models for this game with Animation Master.
There was a very good DirectX exporter for it back then but it is no
longer supported in current versions. So now I use TrueSpace for
my models. To get FPSC skeletons into TrueSpace I turn the .x
models provided with the software, then import them to
Fragmotion, export as bvh and import the bvh skeleton into
TrueSpace. Rigging in TrueSpace is very easy. I then export as
Collada or DirectX and run it through Ultimate Unwrap Pro to
correct the texture and make a FPSC compatible model.

What made you stuck up with your game?

I get a lot of tips and encouragement on the FPSC forums, and my


nephews love the game. My family and friends give me tons of
encouragement and support too. These are the things that keep
me going. I am very happy when someone takes interest in the
game and enjoys it. It's what it's all about.
………………………. ……………………………

Froggy Shoot Out is available for windows xp and vista.

System Requirements:

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2 ghz Dual Core Processor


256 mb video card
2 gb ram
Directx 9.0c

The Warehouse

Publisher: Self-published
Developer: Ian Boros (Puppy of Kosh)

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Interview with Ian Boros

How do you started the development of The Warehouse?

I started out by writing the story out on paper. I developed it until I


thought it was something I could make a game off of. Then I did
level design on paper.
After that I made the custom media, and then went to the editor.
From there I put it all together, fixed lag issues and that was it.

How much it took to create the game?

It took about a month or two to finish, but it only had 4 levels.

The Warehouse has only 4 levels but you will be stunned when
you the game.

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Download:

Other Best of FPS Creator games

Umbra
Butterfingers

Fall of Fireflies
Butterfingers

Emergence: Infiltration
Gunn3r Games

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Demon Sun
Creator of Zombies

Darkest Island
Luke314pi

SpiderZ
BenjaminA

Beyond Life
Wehtam

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Letters Kingdom
Abdel Salam (TechNo VaLLey)

Replicore
CyborgArm

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Published Games

Anderson & The Legacy of Cthulhu

Developer: Ertlv
Publisher: JoWooD

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Game Story as told by Robert D. Anderson himself:

"Everyone calls me Anderson. Robert D. Anderson - the perfect name for a New
York shamus like me. And in times like these, I'm glad that almost no one knows
my real name: Robert Dietrich, Baron von Landers. I can barely remember my
original home on the border between Bavaria and Austria. I was still a little boy
when one night an angry mob stood outside the gates, loudly demanding the
death of my grandfather, the old baron. I no longer remember how they got inside
and what happened then..."

"...we arrived in New York, everything was new and fascinating, especially for a
young boy like me. My father seemed to age three years for every year that
passed; by the time he was 45, his hair was snow white. The doctors didn't know
what to do. And so as a teenager, I had to bury not only him, but also my mother
– she died a few months after my father, probably of grief. My parents had saved
a small amount every month in order for me to be able to attend one of the better
universities in the country. I wanted to fulfill their wishes as best I could, and
graduated with fair grades in criminology and journalism. Along the way, I worked
for newspapers, as an assistant in lawyers' offices, and for detectives. I think they
would have been proud of me, although my choice of profession probably would
have shocked them. At the age of 25, I opened my own detective agency; two
years later, I received an open contract from the police as reporter and special
investigator. Everything was going perfectly..."

"...at least, until that day in February 1940, when the chief of police called me and
informed me that it was vital that I meet with him in Providence. A backwater
town in the middle of nowhere, to put it politely. He led me to a cellar where a
body lay on the floor. The dead man was a certain William Leland, an infamous
old occultist. His face was shredded, as though by a wild animal. The reason the
chief had called me was a yellowed letter that was found next to the body -
written by my own grandfather.
I set out immediately for Europe, to my old homeland. We were not yet at war
with the Germans, but it was not easy for an American to travel to the heart of the
new fascist giant. However, I wanted to know for certain what had happened with
my father and grandfather. An understanding I could only find on the estate of the
Landers."

Background Story of the game:

Sam Miller, one of the Pen & Paper Game Master I know, came up with a 3rd
Reich Setting for Cthulhu-based Role Playing two or three years ago, a setting
he called "Himmlers Shoggoth" and which was very true to Lovecraft, very
frightening and awful to be played as Pen & Paper Adventure with the usual

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combination of characters. The idea of the Secret Societies among the SS trying
to use the powers of the Great Old Ones was extremely thrilling, but it turned out
that a common Cthulhu character would never come close enough to the inner
circle of such Secret Societies. We talked about making a computer game
instead, but we suffered from a lack of knowledge and suitable engine.

In summer 2006, I discovered the FPSC and so we talked again about creating a
unique horror game, some kind of playable book. Peter Siedl, an extremely
talented Fantasy Artist with ties to our Roleplaying group, agreed to join us.
Gerhard Daurer, a director who had won at the Diagonale Film festival before,
owed me some favour, because I had done the stunt work in one of his early
films for free, so we got him for the cutscenes.

In Fall 2006, we started developing. Shanon aka Uberdroid, the creator of


MagicFPS, joined our ranks, as well as some other gifted minds. With the first
playable version I went to JoWooD, the publisher whom I had worked for untill
2005 and where I am still doing a lot of stuff as Freelancer, including managing
the community work. Due to lack of graphical quality my proposoal was rejected,
so we worked everything over and polished untill we reached every single border
of FPSC possibilities. The new version got us a publishing contract in early 2007,
and soon Pegasus Press, the German licensee of the Cthulhu Pen & Paper
RPG, agreed to help us on some issues.

In July 2007, our game was released worldwide, with an English version spoken
by the same voice actor as Max Payne. A few days later, we published a patch
that eliminated almost everything that had been mentioned in reviews and
feedback. Now, an AddOn campaign is being made which is intended to being
given away for free to all regular customers of the retail version.

Was the story too long to read? Yep, for me too.

This is the first FPS Creator game that has been published and even
gets reviewed. But the game is too cheap. But look at the screenshot

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of the cutscene, it was directed by award winning director. The voice


is recorded by the same actor as Max Payne.

Tip! - Always keep in mind that if your game lags or it has not good
frame rate, it will be definitely rejected by a publisher. So, don’t start
publishing your game until you have a complete fast and clean game.
To know more, please read the publishing section.

Download: Anderson & the Legacy of Cthulhu English Demo (713.79MB)


Anderson & the Legacy of Cthulhu German Demo (590.26MB)

Download the game and try it yourself ^

More Screenshot:

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The Commander Josh Chronicles

Developer: GameFun4u

Publisher: ManifestoGames

Download:

The Commander Josh Chronicles Book 1: The Mars


Adventure 1
Download Now (77.76MB)
Tested spyware free

Details:

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Cry of The Infected

Developer: CyborgArm
Publisher: Noviy Disc

Download:

SUMMARY

How Would You Like To Be A Zombie? In a unique twist on zombie


games, you can feel what it might be like to be a raging zombie. An

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entire city of civilians has been turned into zombie-like creatures as a


result of a biological warfare experiment gone wrong.

You play as Robert, a man trying to find his missing wife in a city torn
apart by the zombie outbreak. Groups of soldiers shoot anything that
moves out of their own fear and loss of control. Some zombies attack
their own kind in fits of agony. Perhaps worst of all is the crushing
hopelessness that Robert must overcome as he rips and tears his
way through this abandoned city.

GAME INFORMATION

Cry of the Infected is a first person PC game featuring 13 levels of


action bound together by a unique story and game environment. The
main game contains 1-2 hours of gamplay, and the game can be
replayed for an alternate ending and an unlockable secret weapon.

Games purchased through Cyborg Arm Games are sent via a


download link. No physical game media is sent. One purchased and
downloaded, the game is yours to keep forever.

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Publishing your game and making it commercial

Publishing a game can be hard than making a game. The king of


hard-work, and usually the marketing-tactics you ha

 Determine age group of players. For what age group is the


game made for? Who will play it?

 Test it again and again. Don’t leave the bugs, fix them even if
the player don’t mind.

 Make the game load and run faster. No one wants to wait more
than 5-10 minutes just to play a game. You can make the game
load faster by checking that your textures are small in size, the
bigger your texture’s resolution the longer it takes to process
and remember don’t let your fps die.

 Always check your completed game in other’s pc also. What if


your game runs fine in your machine and crashes in your
friend’s computer? Always Check! Check! Check!

 Start uploading your game’s screenshots in image hosting sites


like flickr and imageshack.us, tag them so you can reach more
viewers. (even if you have a website, you should upload the
screenshots to image hosting sites because they have better
traffic and if someone google searches for it, it comes like a
charm)

 Upload your game’s trailer to YouTube and other video-hosting


sites.

 Upload your game to websites like Download.com. And other


file hosting sites. Be-aware! There are bunch of crap sites that
are fake.

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 Take as good screenshot of your game as possible because a


screenshot is the first impression of your visitor.

 If you want your game to be published you should have at least


one website. There are lots of free sub domain providers
available on the net but yourname.com is the best!

 You should have a website about your game, make the website
match your game’s theme and genre.

 There are many video game publishers; you can start emailing
a publisher but after reading all these points. Give them brief
story of the game and idea of the game. If your game is
educational, explain how it will educate the player but don’t
write too much, keep the email as short and clean as possible,
give the link of your game’s website or webpage.

 Be patient, don’t email twice or thrice if they don’t answer you.


You should wait a month for the answer. If they don’t answer
you over one month, you should try another publisher. If
another publisher also not replied or rejected within one month
you should check that your game meets all the things I said
from first point to last. If no, then work out on that and if yes,
then try out another publisher.

And as BenjaminA said,


Don’t worry if you don’t get your game published, its not the end of
the world. You can still self-publish your game and make money
through paypal.

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About the Author


My name is Shivam. I am an experienced 3d artist. Excluding 3D, I
am also interested in gaming industry and visual effects in film
industry. I had made eight 3D short films using 3D Studio MAX. I
have a short website also about the little company (very little, yet, but
I want to grow it). This company is GraPix Entertainment. Our website
provides you any need of 3D artwork/film/visualFX/fotofix/gaming.

I started to interested in computers since I


was child, and I only knew how to control keyboard (no mouse, lol).
Slowly I began to control computer (I was not having any classes
about computers). I began creating 2D animations when I was 9 then
I moved to 3D when I was 11, and played with software and tutorials.
One day, my dad get me a 3D course. After that, I was getting
interested in Films/Visual FX, I was inspired by Andrew Kremer (lot of
people are) when I was 12. I started developing 2D games when I
was 12 and started creating 3D games when I was 12. I was not
using FPS Creator (I didn’t knew about it). And when I turned 15, I
found FPS Creator, but I don’t use FPS Creator as a game creator. I
like to use more professional tools like Esperient Creator, python,
realXtend, Multiverse, Quest3D and Unity3D. I learnt all the scripting
languages that these software use, but not completely. (I am not 15
currently and I am not 10 and not 20 too, you will never know my
current age, hehahahaha XD)

Note: All the interviews are original. All medias that are not of GraPix
Entertainment have the permission of the media owner. If the
owner(s) of the text and/or image don’t want it, it will be removed if
the writer of that sentence complains.

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