When and why did you start to use the Acknex engine?
A: I started using the engine about 2.5 years ago. I found it by accident as I did a search for 3d game creators. I have used the standard version for about 2.5 years, but now me and the team finally have A6 pro. But I found the standard version good enough to create some cool stuff (without the extras offered by the pro version).
How did you learn C-Script?
A: Actually when its up to coding I still consider myself a newbie; thatís why I am thankful for having two real good scripters in my team, Raiden and GhostDude. I do actually understand the basics of wdl, and found out how quick you can learn it by looking in all the free code resources and then trying to change or combine them. So I know enough to create a basic game and then its passed on to the specialists.
What tools are you using to create your textures, models, sound and music?
A: I create textures and panels with Ulead's Photo impact. I love the simplicity of this program and it creates cool stuff if you know how to use it. For the models I started with Anim8tor which is a free 3D program and for 2 months I have been using 3d studio max. The sounds I use are royalty free; there are thousands of free sound effects on the net. I use Music Maker and Midi Composer from Magix to create music and Sound Forge 5 for editing.
What "surprise" projects do you plan to offer to our community in the near
A: I can tell you my team ULS has some cool games coming up, including a 5 game pack. As for myself I am planning to do a full new workshop about Spawnio. I noticed the request for that is very high at the moment. Also me and Raiden will create a new, fully working menu wdl thatís easy to use for everyone. Also we are finding a publisher for Cute Little Racers which will have about 20 levels, all themed and having their own surprises.
What engine features would you like to see implemented in the near future?
A: I would like to see bump mapping and multi sub-object materials added to the models, concave brushes allowed in Wed or a better exporter from 3dsmax to map. Bone support. I would like to see animated gif support. Better network multiplayer code and templates.
Do you plan to release a commercial project in the near future? Can you
give us a few details?
A: Well actually cute little drivers will go commercial in the way I described before. And so will all our other planned games. I got lot of ideas and a great team to work with. So expect many games.
Do you plan to team up with somebody in the near future?
A: As we are a full team at the moment there is no need to team up however we're always in for contract work for other companies.
Please give us a few tips for the beginners!
- Never start a too big project. Start by creating small games;
- Donít get too lazy: almost all questions are answered in the AUM, 3DGS' forum or at my place; you just need to put some effort in it to find the answers;
- Take a good look at tutorials and free wdl snippets as you can learn very fast from them;
- When you have a team that works for free never use deadlines as they all got private lives too, and most of the times deadlines will end up in failure.
- Donít give up too easy! All is possible so ask your questions at the forum.
Q: Finally, a more personal question; you are involved in many projects - what keeps you running? :)
A: It gives me a rush to see my ideas coming to life and what better way to do that than to use the 3DGS engine, which I think is still the best for its money. Also I get motivated to keep doing newbie stuff because I receive many fan mails from people thanking me for it. I remember when I started to create games and how frustrated I was by not understanding all; luckily I had a lot of help to keep me going from the nice forum members like Marty Bee and Dan Silverman.
Also I want to say that I am proud to have a great team at this moment so if any of the guys is reading this thank you all for working for me.
you a lot, Realspawn.