You know even though I've moved to another engine than RF I still respect and appreciate RF for all it has taught me. Along with everyone here.
Yet when I go into other forums I see people bashing RF like nobody's buiseness. Like in one forum someone was looking for somewhere to start so I suggested RF as a good start. Sure enough a bunch of 3DGS users jumped in and bashed on RF.
Their only grounds for this is RF has no game titles to stand on. I've played lots of demo's and tech demo's on here but not one entire polished game. I've heard that some people have made games with RF but where are they?
Anyway everytime I see posts like those it just makes me want to grind out some serious goodness with RF just so I can shove it in all their faces. I might just do it as well. If I can just get over critiqing my own work so hard. Need to listen to other people more often and quit trash canning so much work because I've got this awesome image in my head that nothing and nobody could fulfill.
I've learned that perfectionism and game making do not mix well together.
The challenge that beckons...
thats for sure. i am biased towards 3dgs heavuly for various reasons, and yet for ease of use nothing beats rf for its featureset. 3dgs, no offense to it, really is NOT a practical means to make games without programming, easily. i program for it alot, and even i could barely figure out the convoluted steps to get the new a6 templates working, and even when you do, they arent as good as the simple, good old a5 templates... add script camera before script teleport or you will get error b and have to start your gakme all over again... ugh. i am overdramatizing, but 3dgs is a programmers engine, rf is an artists engine.
i really am beginning to want to churn out a finished title with rf too... ive had an itch to do a machanima... how cool would that be? an entire 2 hour full length movie made in rf, even if it werent pro quality? hmm...
i really am beginning to want to churn out a finished title with rf too... ive had an itch to do a machanima... how cool would that be? an entire 2 hour full length movie made in rf, even if it werent pro quality? hmm...
-
- Posts: 23
- Joined: Tue Jul 05, 2005 12:05 am
- Location: Louisville, KY
- Contact:
Ya probably hear it a lot, but I'm currrently developing a story with a friend of mine and RF is the engine we wanna use. He looked at it and said it looked promising (although, he's a writer and not a programmer/artist). He's got a damn good story going, too. He's an awesome story developer, let me tell you. If anyone wants an example of an old story idea he used, I'll post a link. I won't say anything yet, 'cept that it's a cyber-punk RPG/FPS. Of course, Deus Ex is our biggest inspiration for the game play and all, but since it's open-source, we're going to have little easter eggs, inside jokes, etc. Oh, and I'm planning on making movies for another game with it.
I like RF because of the community, the capabilities, and the over all atmosphere. I think RF is probably the most inviting engine I've looked at. All I can say is ignore the people who are making the claims against RF. After all, they didn't make any games with it, who are they to talk about there being no game-base?
I like RF because of the community, the capabilities, and the over all atmosphere. I think RF is probably the most inviting engine I've looked at. All I can say is ignore the people who are making the claims against RF. After all, they didn't make any games with it, who are they to talk about there being no game-base?
(\/)
(Oo)
(><)
This is Bunny. Copy Bunny into your signature to help him on his way to world domination! Thank you.
(Oo)
(><)
This is Bunny. Copy Bunny into your signature to help him on his way to world domination! Thank you.
It really doesn't bother me whe n i see all these people rip on RF, (well not that much) say that though i'd defend RF any day of the week,
but the people who make these comments usually have not created anything with substance, and like to bash people just for the sake of flamming on the internet.
because if somebody had actually stuck at a game engine, (no matter what one) they would realize what it take to put a game/demo together, so basically my conclusion is that they're just geeks with nothing better to do than sit on the net and rip on people to no end,
but the people who make these comments usually have not created anything with substance, and like to bash people just for the sake of flamming on the internet.
because if somebody had actually stuck at a game engine, (no matter what one) they would realize what it take to put a game/demo together, so basically my conclusion is that they're just geeks with nothing better to do than sit on the net and rip on people to no end,
very right! I've found in life that almost anyone who has something negative to say about something has never even tried it. It's part of human nature to believe that you can do something better than other people do, its a rationalization that makes you feel better about yourself, but usually the truth of the matter is that what you think is easy is alot harder than you thought, and in the end the work you were down-talking is usually better than your work.
People bash RF because they never used it, or because they tried to use it and gave up when the first thing went wrong. I'll be the first to admit how picky RF is, but there is not an engine out there that isn't picky about one thing or another. RF is hard to get started with because there are so many features, but once you get started, it's easy. Before you can fully use it, you have to learn about nearly all of its features and how they work together.
But with RF, you dont have to compile DLL's or source code, you dont have to write your own player system, you dont have to do anything but artwork and placement, and thats the beauty of a system that allows creation of nearly any genre of gaming. There have been RPG's, action/adventures, first person shooters, sports and racing games, and even a chess game made with RF. And all of that was done without compiling a single line of code, and that says something.
People bash RF because they never used it, or because they tried to use it and gave up when the first thing went wrong. I'll be the first to admit how picky RF is, but there is not an engine out there that isn't picky about one thing or another. RF is hard to get started with because there are so many features, but once you get started, it's easy. Before you can fully use it, you have to learn about nearly all of its features and how they work together.
But with RF, you dont have to compile DLL's or source code, you dont have to write your own player system, you dont have to do anything but artwork and placement, and thats the beauty of a system that allows creation of nearly any genre of gaming. There have been RPG's, action/adventures, first person shooters, sports and racing games, and even a chess game made with RF. And all of that was done without compiling a single line of code, and that says something.