Quote: "To an extent I can understand where they're coming from, while I don't have a problem with most kits there are a few that contain many tiny pieces that without spending hours messing around with them I haven't had a clue what they're for"
I get it too, I was just pointing out some of the drawbacks with pre-built levels which would in fact be better described as full projects but not feasible since it is discouraged to create packs which are sold as 'pack only' and should be individual items. Of course there are some situations where it is unavoidable that items be sold only as a pack and it is then acceptable. But I haven't looked at anyone else's media much from the store so can't really say why an asset would be cut up into tiny pieces with no indication of how these go together, never seen or even heard of that with any asset from other engines stores but may be one of those unfathomable 'GameGuru' reasons.
As for built fpm examples with every update changing things even more so now, then it should be noted that many users complain in no uncertain terms that levels they built no longer work as they should and you can imagine how annoying it would be for Artists to be constantly updating and awaiting approval, this would be tenfold if they have a lot of assets on the store.
I am not trying to play down any issues users may have with store media but trying to point out that much of it is down to this software being in
Beta for years and I understand how users might get frustrated by issues that aren't entirely the media creators fault and much of it is out our hands.
Quote: "This is why in FPSC we had prefabs. Prefabs were assembled arrangements of individual assets."
Prefabs in FPSC weren't made up of assets those only applied to segments and never at any point included entity's. You could prefab rooms and corridors but that was it and pretty pointless as a 'feature', never used much by anyone since you could draw out those in a few minutes anyhow.
I do agree that better examples of built assets is absolutely necessary but until this software comes of age and has far better editor capabilities than it currently has then it isn't possible really without a lot of onus and extra work on media creators part keeping it up to date.
A simple basic editor and big buttons certainly doesn't equate to 'Ease of use' for media designers and I got tired real quick of 'keeping it simple' for users to drag and drop assets but those same users keep asking for features and Artists take a back seat, let's be honest there isn't a single one of us finds it 'easy' to create for GameGuru and maybe for a change it should be taken on board that we got the crap end of the stick when it comes to getting things done about it in favour of a voting board that has no consideration at all for improving the editor and import of assets, the asset menu which has been a long term term whine or even grouping of objects into prefabs and multi-materials. Ya know? all those little 'features' taken for granted in any other engine out there.
Call this all a whine if you like but I don't really care anymore these days anyhow but if it's going to continue like this then I for one won't be creating for GG till the editor is sorted in general, after all what good is a 'game creator' without assets, it's really pretty important but don't see much attention on this side of things. Enjoy the shiny new graphics