Honestly, any FPS that we did make would end up playing exactly like John's Time Trial games... theres only so much you can do with a pretty inflexible 2d engine in terms of first person shooting.
Time Trial is awesome, so making a game of its standard would be a
good thing, eh Hammy?
What is GM's size limit again? Maybe we could do something interesting with pre-rendered backgrounds and a faked collision engine...
16 megs for the source file, and be you meaning by "pre-rendered" backgrounds?
EDIT- also, to what extent can GM control quicktime movies? Can it pause, rewind, ect?
Huh, in all my mad experiments with GM I've never actually tried rewinding movies. I can't think of a way we could do it offhand, but I'll check it out later tonight.
EDIT EDIT - I have a pretty good design in mind... a few more questions: can GM display sprites over movies? Can GM read data from files efficiently (could it read a file during gameplay without lag?)
... how on
earth have I gone all this time without trying to place sprites over movies?! You're food for thought Hampster. *goes to experiment*
EDIT:Ok, sprites can exist on the canvas while a movie is being played, but the movie is on a higher layer than 20. (the highest sprite layer) Click Areas work fine however, meaning you could have a movie of a person walking across the screen and track a Click Area to them resulting in an event occurring when the person is clicked. I can't come up with a way to pause or rewind movies, but what were you thinking of that involved doing such?
Maybe we
could pull off an RPG... after all, we have so much resources nowadays. We could use the Roguesoft Battle Engine (which has an update due) and the V6 Nav, as long as you'd provide graphics we'd be all set. We really should keep it simple though.