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Features

Engine

  • DirectX9 engine, using XAudio2 for audio
  • Support for user-created HLSL shaders - model and post-process shaders
  • Default shader supports: diffuse textures, normal mapping, specular mapping, cube mapping, ambient lighting, 8 lights
  • Users can use their own models (x or obj format), textures, shaders, sound effects or music.
  • Bone based animation.

Sprites

  • Create sprites (bmp, jpeg, png, tga, dds, dib, ppm, hdr, pfm)
  • Display in 2D or 3D space
  • Billboard Sprites
  • Animation

Particles

  • 2D and 3D particles
  • Control how particles appear over their lifetime - vary speed, colour, or opacity, for example.
  • Particles can use Physics effects, and can collide with other objects.

Lights

  • Point, Directional, Spotlights and Ambient lighting
  • Unlimited lights can be placed in a scene
  • Up to 8 active lights

Level

  • Multiple levels per game.
  • Many settings for customising Player, NPC, Weapon and Bullet behaviours – including Speed, Inertia, Friction, Maximum ammunition, Rate of Fire, Bullet distance, etc.
  • Tags can be placed on any entity to identify interesting points, such as thrusters or the position of a gun.
  • Sky boxes (Cubemap or custom model)
  • Collision: Sphere, Box, Cylinder, Custom model. Pixel-perfect collisions
  • Camera: Static, Follow Entity, Rotate in place, Move along spline, Transition effects, FOV.
  • Triggers. Link triggers to other items to allow a trigger to activate an enemy, for example. Choose pre-defined effects (Kill Player, Game Over or Level Complete).
  • Timers. Count up or down. Like Triggers, Timers can also be linked to other items, and contain pre-defined effects.
  • Checkpoints. Options to respawn enemy, reset timers, etc, if the player returns to a checkpoint.
  • NPC Generators to control NPC spawning position, frequency, maximum enemy active at once, maximum enemy created by the generator.
  • Formations of NPCs. Formations may have their own AI behaviours.
  • Splines can be placed and used by NPCs or the Camera. Splines can also be drawn as part of the scene.
  • Ground planes can be placed for the Physics system.
  • Multiple Level Complete criteria
  • Use Gizmos to move, rotate and scale objects.
  • Undo and Redo changes
  • Copy and Paste items for quick editing.

Input

  • Keyboard
  • Mouse
  • DirectInput compatible Joystick
  • Xbox360 controller

AI

  • Many types of ‘micro-behaviours’ (MoveTo, Chase, Evade, Fire, Wait) which can be combined to produce more sophisticated behaviours.
  • Each micro-behaviour has a number of properties which allow the user to fine tune the behaviour.

Physics

  • Uses nVidia’s PhysX physics simulation software
  • Compatible with PhysX remote debugger.
  • Set mass, static and dynamic Friction, linear and angular damping, and more.

Sound

  • Streamed audio (wma and wav)
  • Sound effects (wma and wav)
  • Stereo, or 3D audio
  • Panning (Stereo sounds only)
  • Sound Range (3D sounds only)
  • Volume
  • Pitch variation
  • Looping
  • Support for subtitles
  • Control how often sounds are used or repeated.

Behaviour Editor

  • Create custom events and behaviours using a drag-and-drop interface.
  • Behaviours can be created which will be triggered by many different in-game events.
  • Any properties of the game or an entity can be used or modified.
  • Use an object-oriented approach for ease-of-use.

Front End and HUD

  • Customise many types of Front End pages
  • Easily link text or graphics to data from the game to create health bars, for example.
  • Select text font, size, style and colour.