Author Topic: Making a standalone game using FS2?  (Read 13232 times)

0 Members and 1 Guest are viewing this topic.

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Making a standalone game using FS2?
Well yeah  :lol:

But those scenarios I limited myself to after that incident was like 25 caps PER side and 50-100 fighters. That made it 150-250 max depending on how intensive I was going for. I really don't do that anymore as most of my time is on individual conversions instead of mission stressing.

I don't think I've done a BOE test in over 4 years actaully...   ;7
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

  

Offline chief1983

  • Still lacks a custom title
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: Making a standalone game using FS2?
But then you have secondaries being fired, other objects, number of models (only 128!), debris, weapons limits, etc...it's a lot of stuff.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays