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In my bid to continually better myself, my recent efforts have been to become certified in Project Management. It's a very detailed discipline covering everything from justifying the need for a project through to the plans, products, risks, issues and benefits to name but a few of the facets. I'm pleased to report that I passed the exam, but not without some anticipation and trepidation along the way. Thankfully, two of the techniques I've learned over the years for solving problems came to the fore and ensured my success. First, make sure you read the question very carefully! Secondly, work out what the answer isn't, then return to what it might be.
One of the big questions people forget to ask when solving a problem, is the opposite of that which they are trying to answer. For example, how would you go about working out the possibility of rolling at least one 6 in a sequence of three dice rolls? If you try to work out what the probability is, you'll almost certainly get it wrong. But if you work out what the probability is of it not happening, the inverse of this will be the answer you are looking for.
It's easy to start by thinking "three rolls, six numbers" gives you a 50% chance. But if you extrapolate this out, you get to "six rolls, six numbers" giving you a 100% chance, and we know this is not true. It's just the same as two flips of a coin not guaranteeing that you'll get at least one head even though there are only two options, and it's because there are four possibilities (HT, HH, TT, TH). What we need to do is work out what the probability of the outcome not happening is, and our answer will be the remainder. To not roll a 6 is a five in six (5/6) chance. To not roll a 6 three times is 5/6 * 5/6 * 5/6. This evaluates to 0.58. If this is the chance of not rolling a six, then to roll at least one six has a 0.42 probability!
If you want to set levels of difficulty in challenges in your game, this is a very important concept to grasp. Problems need to be solvable, but not too easy and not too difficult. Here is another Newsletter Challenge for you to ponder over, now that you have the groundrules for solving possibilities across multiple events.
Challenge: You invite a number of people to a party, and a guest with very little in the way of scintillating conversation points out that there is a 50% probability that at least 2 of the party-goers will share the same birthday. How many people are at the party? Once again there is a forum thread to discuss, but make sure you hide any solution in Code tags to let others come to their own solutions.
Until next time,
(1) FPSC News (2) FPSCR Store (3) FPSCR Gallery (4) AGK Development (5) Competition (7) Cosmic Free (8) UnderGround Rush (9) DBP (10) TGC Channel (11) Social Feeds
Each month we'll update you on the progress of FPS Creator Reloaded. You will find a running commentary on the development through the FPSC-R Blog, but right here you will find some of the selected highlights that deserve your utmost attention. You can also follow the development on the official Facebook page. Within the R&D offices here at TGC, Reloaded is our main focus and we aim to constantly develop it to make it into a world class game creation tool. With great support from people who have made pledges to the project we are able to evolve and build our best game maker ever!
April has seen significant progress on the project with the release of V1.006 Beta and many news enhancements to the engine.
Lee Bamber, FPS Creator Reloaded Developer summarises the April achievements for himself and the FPSCR development team.
Lee BamberDave is the go-to guy for ensuring the game play is top draw and my work will hopefully allow him to focus on behaviors rather than the boring stuff like animation and movement
After many weeks tweaking and testing, we released the new 1.006 beta onto the unsuspecting public, and the feedback so far is very good. We did a good job testing for stability and the performance improvements are experienced by almost everyone. Those still on HIGHEST settings will see the smallest benefit as we focused on LOWEST for the lower end systems.
I have recently stripped out the existing AI module in FPS Creator Reloaded. Do not fear, this is to make way for an integratable prototype that Dave will implement imminently. It has meant I have had to remove my clever staircase, ladder, container and hard coded combat logic from the engine, but it now means we have a relatively blank canvas on which Dave can work his magic. Dave has been a games developer as long as I have, and his passion has always been 'games' creation. Unlike me, he has continued to play all the best games over the years. He's the go-to guy for ensuring the game play is top draw and my work will hopefully allow him to focus on behaviors rather than the boring stuff like animation and movement.
During the strip out of the AI module, I have left in the clever stuff that is still relevant which allows the characters to move and animate in a controlled way, so that foot planting is perfect and all the extra moves such as ducking, crawling, leaping over things combine animation and movement in a single system. It means when Dave's AI system wants an enemy to jump over a sandbag, dive for cover, throw a grenade and run like hell, it's just a few flags!
One of the core purposes of this approach is to move DarkAI to LUA, opening up a whole new world of scripting and intelligence the way you want it to work. This will make sure that every game that utilises LUA will be unique. It will also be an opportunity for the community to share scripts unlike any they have created before.
Well, two of them. Some days are full of lots of little tasks that add up to a significant leap forward. Here's just a few entries from the blog, summized into the tasks that were undertaken:
TGC Newsletter readers can gain a 20% discount on the price of Reloaded. To take advantage of this offer, enter the code TGCDEAL when you're checking out during the order process. Save today, ORDER HERE.
Here are some more of our favourite screenshots from the FPSC Reloaded Beta User Community.
Work is well under way with the refactoring of the interpreter and compiler, from the ground up. The compiler naturally has to be backwardly compatible, and thus a lot of the tier 1 code will look the same as it does now. However there are a couple of highly anticipated new features that the compiler will support. The first is passing arrays into functions like so:
function printArray( myArray ref as integer[] )
for i=1 to myArray.length
Print( myArray[i] )
next i
endfunction
The second feature is arrays in types like so:
type data
x as float
y as float
somedata as integer[5]
endtype
myType.x = 5
myType.y = 7
for i = 1 to myType.somedata.length
myType.somedata[i] = i
next i
The syntax is still being worked out so things like ".length" may be replaced with a function call, but the functionality will be there. There is also a new idea being considered of inserted files instead of included files, so:
#include "myfile.agc"
will work as it does now and append the include file to the end of the program, but:
#insert "myfile.agc"
would copy the contents of the myfile.agc to the place where #insert was called.
It's been 8 weeks and lots of hard work from a lot of great entrants. Now it's over to the judges to work through all of the entries and find the one game that stands out from the rest.
The judges are myself, Steve Vink (BatVink) and Sean Mann (Naphier). We'll be doing our utmost to get through the entries as quickly as possible, but we also want to ensure we give each one the opportunity to wow us. As such, we can't give an exact date on the winning announcement, but when we do we can assure you that it will be accompanied by feedback on every game, with ideas on how they might be made even better. So keep your eyes open for the announcement, and we'll keep you updated on our progress in the Competition thread.
The Prize
A brand new Google Nexus 10! The Nexus 10 is the dynamic ten inch tablet from Google. With a Super High Resolution Screen, all new multi-user features, immersive HD content and the best Google apps - Nexus 10 has something for everyone.
With a dazzling 2560x1600 high-resolution display and powerful graphics processor, Nexus 10 places you right inside the action with picture-perfect performance.
There's just one month left to create your simplest yet most addictive game. Flappy Bird was both of these, but we know you can do much better. Read to the end of this article to find out how to submit your games.
This is for all you Flappy Addict wannabes. Create a game that makes you want to have "just one more try". It must have only one level with no end, although it can get progressively more difficult. It can be based on the Flappy Bird concept, although we're looking forward to your original ideas. You're more likely to score high by being more original.
The Judges will award points for simplicity and addictiveness amongst the usual criteria. We want the entries to be creative so the criteria is minimal. Complicated game rules or controls will not win you the prize!
Extra kudos will be awarded for:
The judges will be taking into account a number of factors including originality, graphics style and quality, gameplay, performance, replay value and other factors. In other words, you don't have to be really good at anything specific; there are enough facets for entries to show a well rounded game in many areas, or to shine in just a couple of them.
Here are some of the entries that were posted in time to make it into the newsletter. There is no bonus or advantage to the ones you see here, just a sneak peek into some of the great entries.
![]() | The Bird Game |
Dawn | ![]() |
![]() | Comet Blocks |
Diablo The Prawn | ![]() |
![]() | Holey Cow |
Mine Climb | ![]() |
![]() | Moving Blocks |
Santa's Green Hat Helper | ![]() |
![]() | Save The Humans For Later |
Smash Smiley | ![]() |
![]() | Soaring Blue Jay |
Swiped Out | ![]() |
![]() | Tap Tap |
Cosmic Prophet has gathered together a whole host of media including FPSC Entities, segments, models, sounds and more. The collection - which amounts to 2.5 Gigabytes - includes all of his Classic media which can easily be converted for Reloaded. The bundle includes:
All of the forum Community pack projects hosted by Cosmic Prophet, such as:
These packs are loaded with:
The Packs include media produced by many of the forums' best artists, such as Rosstradamas, Disturbing 13, Starmind, Henry Ham, Nickydude, Conjured Entertainment, Gencheff, Willow, Xplosys, and many others. They also include large collections of themed media by Cosmic Prophet himself.
The Main Collection also contains model pack projects that have been distributed for free, for the community. These include:
Plus:
There is around 3,000 pieces of media covering a wide range of themes. All for Free, and can be used in both Commercial, and Non-Commercial projects.
Finally, Cosmic Prophet is currently working on some all new themed packs for the Reloaded community, and he plans to host more open community projects as well, with the goal of vastly increasing the media collection for this great game making platform.
One of the games that's come to our attention this month is Underground Rush. It's developed by Alex Matei, a regular contributor to the forums. There is nothing too complex about this game, in fact it's very easy to get from one end of the game to the other. At least, it would be if it wasn't for the hoarde of Zombies pitted against you. The entertainment in this game comes from the frantic and adrenalin-pumped speed at which you must conquer your foes in order to survive long enough to reach the end.
Download the game from the Mateisoft website here.
BlueGUI for DarkBASIC Professional, developed by Robert Knight, has been around for many years (click here for the October 2004 newsletter featuring the product). Robert has returned to provide the source code to Blue GUI for anyone to pick up and progress.
The package includes:
BlueGUI requires Visual Studio 2008 or later and the Windows SDK to build.
You can download the package from
http://www.robertknight.me.uk/blue2/site/
The forum thread to discuss BlueGUI is here.
Special offer while stocks last: Dark Game Studio, Dark Physics, Dark Lights, Dark AI and Extends for an incredibly low price of $49.99. Save over $170!
Creating your own PC games is now easier than ever with this special compilation of game making tools:
Save over $170 on this special deal. Be sure to check out the screen shots and the online videos. You can of course order safely and securely online, for delivery via postal mail.
Have you visited the TGC YouTube Channel yet? You may be surprised:
Take a look at our channel now, and make sure you hit the subscribe button to stay up to date with new video uploads. Very often you'll get advanced previews of upcoming news.
Join over 6,200 fans on TGC's Facebook page to keep bang up to date on news, user projects from the forums and discussions.
We're keen to hear from all our avid users and we always love to hear what you've been up to with the tools we sell. So if you have something you want to share with the wider TGC audience why not post it into the TGC Facebook page?
There are now over 1,800 fans discussing Reloaded on our Facebook page right now. Whether you simply want to see the update and progress news as it is released, or get involved in technical discussions about LOD, Light and lots of other topics, sign up to this page today to be part of it.
You can join in the Facebook discussions in our AGK group page with over 570 members and we have a new AGK Facebook page.
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"There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self."
Ernest Hemingway