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AppGameKit/AppGameKit Studio Showcase / GameGuru Loader 4 AGK2.

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Preben
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Posted: 6th Sep 2016 14:03
No more text needed my first rusty English voice over video, if you can’t understand anything or hate my voice just let me know, i can take it, it would be so mush easier if i could just speak on these videos, so let me know if you understand anything





Will make a new update with the latest changes on daily3d in a few days, cant update everyday
best regards Preben Eriksen,
Preben
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Posted: 9th Sep 2016 09:41
New version uploaded to daily3d.com ggloader102.zip.

* Include all the latest car physics ( press f to drive a car ).
* The easy way to add terrain textures.
* New setting:
global removeallanimationfromobjects = 1 // AppGameKit 2.0.21 bug collision dont work on objects with bones. remove all bones and force mesh collision on objects.

This setting will remove all bones from all objects and force AppGameKit to use Mesh collision. the downside is that this will also remove any animations, but at least this will enable you to still test and use your levels without animations. ( just set it to = 0 to see/test your animations ).

While we wait for a new AppGameKit release -> Download and Enjoy , and sorry about the animation stuff , but there is not mush more then this i can do at the moment
best regards Preben Eriksen,
Preben
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Posted: 10th Sep 2016 11:06
News: working on colors , to allow for night scenes or any types of color combinations , all shaders has already been fixed to allow this:
Some of the new color settings:


setsunshadercolor , sun now have a light range from 0 to 512 , 255 is the normal max light intensity but you can now REALLY get a shiny scene if you raise the value above 255.

I made a few screenshots on how this can be combined , like night , adding fog that mix into the global colors , and skybox also adapt to the new fog/color combinations.



best regards Preben Eriksen,

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CJB
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Posted: 10th Sep 2016 15:29
Very nice! Your voice-over vid was perfectly understandable - better in fact that a lot of English voice-overs from English people! Haha. I like the vehicle control stuff. A good starting point for anyone who wants vehicles in their game. Considering StabInTheDark said it was impossible to do without extra Bullet Physics commands, I think you've done an amazing job!
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Posted: 10th Sep 2016 23:30
Quote: " Considering StabInTheDark said it was impossible to do without extra Bullet Physics commands"


To be fair I did not say it was impossible just difficult in tier 1 since you do not have access to the Bullet Physics library.
Also he is not using Bullet Physics engine so it will not interact with other objects that have bullet physics.
He had developed his vehicle simulation before Bullet physics was added to AGK.
On that note all of his work is excellent, no disrespect intended.

Preben your video is excellent, no problem understanding your English at all.

The coffee is lovely dark and deep,and I have code to write before I sleep.
Preben
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Posted: 13th Sep 2016 14:36
Thanks all

New version uploaded ggloader103.zip to daily3d.com

News:
Global colors are complete.

Added special color/fog to underwater scenes, when you go below waterline it will change colors/fog. enable you to set more fog to simulate dirty water and give a blue shine.

New setting usecollisionmesh = 1 , extract a collision mesh from the object LOD. Take up more memory ( sorry ), but is needed in 2.0.21 due to the default bone collision. when set you will be able to use 2.0.21 without any noticeable changes, animations with collision will also works. By switching everything to mesh collision it also take care of the bone scale issues below 1.0 scale factors.

Vegetation: you can now set the size of vegetation, if you like really large veg.

Tried the fantasy pack , and some of the characters work great in AppGameKit
best regards Preben Eriksen,

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Preben
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Posted: 16th Sep 2016 14:10 Edited at: 16th Sep 2016 14:11
WIP: PVL CS , images says it all.

best regards Preben Eriksen,

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Preben
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Posted: 17th Sep 2016 17:08
PVL request from another thread , shadow is just a setting

best regards Preben Eriksen,

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Preben
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Posted: 20th Sep 2016 09:08 Edited at: 26th Sep 2016 12:55
Latest release ggloader104.zip , get your copy and enjoy:

.Support for GameGuru light sources.

.Added mobile friendly dynamic light system (PVL)

.Predefined scene color values:
global scenecolors$ = "day" // control them yourself, or use "morning" , "night" , "day" here.

.Workarounds to make everything work in AppGameKit 2.0.21, currently there is no support for bone collision on animated characters,this version use mesh collision on everything. Waiting on reply from Paul about how to prepare for the next AppGameKit version

Here is the fantasy pack level running with a “morning” setting. Please be patience its a 89mb download , but i wanted to show you the great characters from the fantasy pack, remember WebGL don’t have antialiasing so everything will look mush better on your desktop
http://www.daily3d.com/mobile/fantasymorning/fantasypack.html

This is the same level , but there have been some questions about the shadows, so i set this to “day”, so you can check out how these “mobile” shadows look like:
http://www.daily3d.com/mobile/fantasyday/fantasypack.html

The setting for these HTML5 demos is: 50% reduced textures , normal mapping , specular mapping , dynamic light ( sorry the light don’t move around in this level, but they can ), shadows … … , Still can’t figure out how the sync in HTML5 works, sometimes i get 60 fps and sometimes 30 fps ?

All the new shaders is tested on Android,IOS,Mac,Windows,WebGL and work perfectly on all my devices.

EDIT Links updated: Fixed WebGL to support some browsers using OpenGL to DirectX 9 converters.
best regards Preben Eriksen,
Zak Gucci
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Posted: 25th Sep 2016 12:59
Love it now am fully okay with GG as my default engine since i can export my projects to Mac,Linux and Smartphones
CJB
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Posted: 25th Sep 2016 15:59
Quote: "Here is the fantasy pack level running with a “morning” setting. Please be patience its a 89mb download , but i wanted to show you the great characters from the fantasy pack, remember WebGL don’t have antialiasing so everything will look mush better on your desktop
http://www.daily3d.com/mobile/fantasy/GGLoader.html"
Doesn't work for me. I get a pop-up message that says: "Vertex shader and pixel shader failed to link: Cannot pack these varyings on D3D9", then I get the following:

uncaught exception: abort() at jsStackTrace@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:76854 stackTrace@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:77037 abort@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:3:13482 _abort@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:320557 MIb@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:13:457943 yXb@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:13:844855 sYb@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:16:6958 ck@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:4:134822 Sz@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:11:619052 Tz@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:11:619613 um@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:4:609040 wm@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:4:670291 Aj@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:4:64476 g_b@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:16:19447 invoke_ii@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:363240 fj@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:4:23298 Ci@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:4:1840 c_b@http://www.daily3d.com/mobile/fantasy/AGKPlayer.asm.js:16:19127 Runtime.dynCall@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:65349 Browser_mainLoop_runner/<@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:159939 Browser.mainLoop.runIter@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:161477 Browser_mainLoop_runner@http://www.daily3d.com/mobile/fantasy/AGKPlayer.js:1:159835 If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.
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Preben
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Posted: 26th Sep 2016 12:53
Zak Gucci: Thanks
CJB:
WebGL Angle shader converter from OpenGL to DirectX 9, support very few varyings , ( used by chrome,firefox on some DirectX 9 systems ). I managed to compress varyings to make it work in DirectX 9. ( included in next version ). DirectX 11 don’t have this problem.

Please check links if they work on your system now, Thanks

morning:
http://www.daily3d.com/mobile/fantasymorning/fantasypack.html
day:
http://www.daily3d.com/mobile/fantasyday/fantasypack.html

best regards Preben Eriksen,
Preben
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Posted: 27th Sep 2016 12:10 Edited at: 5th Oct 2016 13:35
BUG Windows: When you try to export a GameGuru level to Android APK , AppGameKit will crash. but if you go the the "gameguru" directory and delete the file "map.obs" AppGameKit dont crash and will generate the APK.
The file is not used so just delete it.

Edit: If it happens to you and deleting map.obs dont help, you should check if any of the other files has no timestamp or weird timestaps , touch or load/save the files to make a new timestamp and AppGameKit will not crash. This is only on windows and only when making the android APK.
best regards Preben Eriksen,
Preben
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Posted: 5th Oct 2016 13:49
GG Loader has been tested and are working with the new V1.132 GameGuru release.

Looks like nearly all the new added media from FPSC is working great ( did not test the characters ), The new assent and level "Galaxy Seed" have some objects with scaled bones you will have to convert them to obj to make them work in AppGameKit, here is a video of this new level ( some objects converted to obj ).

Using AppGameKit build in skybox: setting night no fog:




Using AppGameKit build in skybox: Setting with a light fog color:



best regards Preben Eriksen,
BatVink
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Posted: 7th Oct 2016 11:04
This looks incredible . When I have time to do some more development, I will purchase this.
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Preben
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Posted: 14th Oct 2016 13:10
BatVink: Thanks

Updated to ggloader105.zip , download you copy from daily3d.com

Support for the build in AppGameKit skybox. to save some texture memory ( currently dont work in WebGL ).
Fix sometimes (some) zombies did not display.
Fix WebGL to support browsers using OpenGL to DirectX 9 shader converters.
Decals now have full light , even in dark scenes so they look better.
Tested and are working with the new V1.132 GameGuru release.
New scene colors added: nightbright,dayfog,dessert
And a lot more fixes
best regards Preben Eriksen,
Preben
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Posted: 16th Oct 2016 16:07
WIP: Not sure i ever get this fast enough to run on mobiles, but if not i might start a Desktop only shader pack and add it to GG Loader. Anyway let see i have some ideas to speed thing up
If not you can use this as a video like a "Fire Place" video, just loop it and run, its really relaxing looking at water.





best regards Preben Eriksen,
Xaby
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Posted: 18th Oct 2016 18:09
Great work. One idea, to reduce polycount could be, to be able to export Levels from GameGuru without Terrain, but I don't know, how that would work. In FPSC was empty space and every Terrain had to be setup with meshes.
Preben
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Posted: 26th Oct 2016 15:04


f4ktor: useterrainmesh = 1 , done and great for indoor scenes, thanks

Added for the next update:
* Cartoon * Bloom * FXAA * Reflections.

Check the video:



best regards Preben Eriksen,
Cor
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Posted: 26th Oct 2016 23:38
excellent work preben!
baxslash
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Posted: 4th Nov 2016 08:28
This is looking superb!
Using AppGameKit V2 Tier 1
Preben
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Posted: 4th Nov 2016 15:12
Thanks Cor and Baxslash , its really nice to get some feedback

Updated to ggloader106.zip- Download and enjoy your copy at www.daily3d.com

* Cartoon * Bloom * FXAA * Water reflections post processing shaders.
* Post processing shaders can be combined in any way.
* Post processing quality setting VeryLow,Low,Middle,High
* Better billboard fading.
* and many many other small improvements.

Control bloom: If you set “bloom.lua” in GameGuru on any object it will bloom, like in screenshot. it do not matter what other light settings you have, and it do not need a light source to bloom. Sure bloom also work like a normal bloom


Some of the new settings:

best regards Preben Eriksen,
CJB
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Posted: 4th Nov 2016 17:50
Looks amazing! I just downloaded latest - hopefully I'll get a chance to have a play with this over the weekend. I'll try to add some nice lense-flare effect I think. Combined with the bloom, should look really good.
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Preben
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Posted: 5th Nov 2016 17:18
CJB: nice lense-flare effect.... That would look so great
best regards Preben Eriksen,
CJB
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Posted: 7th Nov 2016 09:15 Edited at: 8th Nov 2016 09:34
My VPS had a meltdown over the weekend so I didn't get a chance to do any AppGameKit fun

Check out the lense-flare at the start of nz0's solar-system thing: https://forum.thegamecreators.com/thread/218180 - That would look so good with GG Loader!

I dug out my Game Guru again last night to see what I could do with it, and to my delight, I realised I had bought almost every DLC pack for it in a Humble Bundle a few months ago! - All that was missing was the fantasy pack, which I bought last night, so now I have PLENTY of media to get started with! Woopwoop!

I will probably only use GameGuru as a scene builder, as I like the flexibility of being able to code my own interactions. - I have a bunch of other projects in front of my Game Guru adventures though, so will be just tinkering for now. My 3D epic won't get started until the new year.
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Mobiius
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Posted: 14th Nov 2016 12:18
I like the cel shading effect.
Preben
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Posted: 1st Dec 2016 14:04 Edited at: 1st Dec 2016 14:06
Thanks for the feedback really appreciate it
CJB: i added some kind of lens flare.
Mobiius: yes it looks great, enhanced it a bit for smaller black outlines.

New:
Vegetation can now sway (move) , note: the higher its located the more wind and the faster/more it will sway. ( enable disable option ).

Terrain shader mush faster and better looking, it will mix in distance details, so when you look close up you see the terrain textures 100% pure, and in the distance it will still make sure it dont look square no repeating patterns.

Terrain LOD in vertex shaders, to allow cutting some not visible terrain areas, by setting vertex depth to zero and moving it out screen, so GPU fragment is not called on most GPUs , it will still discard the pixels in fragment even if GPU dont support it so it will always work and be faster.

Lens flare “kind of ”, post procession shader using a 256x256 render image so its real fast, and make sure it will work on ALL types of bright objects not just the sun. it kind of work like a sun scattering, but also make sure to really shine up bright areas you look directly at, or if you look directly at the sun you get blinded. has a halo, way out on the screen so it dont interfere to mush with the normal graphics.

New shader pack added, has been heavenly optimised and now use per pixel light, everything looks so mush better and are fast





Remember to subscribe or like the video, if you like it
Best news: The new GameGuru release is coming this week, and perhaps also a new AppGameKit version ? (looks like Paul is close to release)



edit: ups forgot some screen shots.
best regards Preben Eriksen,

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CJB
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Posted: 1st Dec 2016 15:20
Looks really good! Is that (lens flare enabled version) available to download yet? Would you say this is production ready yet?
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Preben
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Posted: 2nd Dec 2016 15:28
Quote: "Looks really good! Is that (lens flare enabled version) available to download yet? Would you say this is production ready yet?"


Thanks, the new GameGuru should be released this week ( today ? ) , so i was waiting for this to come , i know Lee has done some changes to the data files , so i would like to get these changed in so it works with the new version , so i kind of wait for this , as soon as i get the new version i will fix it, and upload a new version including all the new stuff

Production: Yes i think so, no bugs, if you get any problems with anything just let me know and i will fix it for you. Paul has made some changes to the bone collision, so getting that in will also help ( when he release the new version ) , but currently its running fine using the mesh collision i generate from the objects , so it will just be more precise when the new AppGameKit version is released.

best regards Preben Eriksen,
Preben
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Posted: 3rd Dec 2016 17:45 Edited at: 3rd Dec 2016 17:47
Got bored waiting for the new GameGuru release, and made a Retro shader , now your games can look like your playing on C64
Its hard to see the effect without displaying the screenshots at 100% size.


Will be added to the next GG Loader release. Just waiting for Lee to upload the latest version.
best regards Preben Eriksen,

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Preben
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Posted: 4th Dec 2016 11:28 Edited at: 4th Dec 2016 11:29

Well the last one was more like an atari, this one use dither and convert to the nearest C64 color.
Its hard to see the effect on youtube, but try to watch it full screen to se the dithering.



best regards Preben Eriksen,

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CJB
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Posted: 5th Dec 2016 07:59
Nice effect Preben!
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Posted: 5th Dec 2016 15:18
The lens flare effect is great . And the retro effect is fun.
great work Preben, as usual
AGK2 tier1 - http://www.dracaena-studio.com
Preben
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Posted: 6th Dec 2016 19:34 Edited at: 6th Dec 2016 19:38
Thanks for the comments , always nice to get feedback
Updated to ggloader107.zip- Download and enjoy your copy at www.daily3d.com

Now include all the new GG Loader stuff , and also works with the latest GameGuru version 1.133, released yesterday
best regards Preben Eriksen,
nz0
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Posted: 20th Dec 2016 23:20
Hi Preben,

I have some questions:

Are the shaders usable outside of GGLoader / Game Guru?

Can I use them independently in AGK2 tier 1?
Preben
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Posted: 21st Dec 2016 17:42
Hi nz0.

Sure you can , but you would need to only copy the shader setup code and use the same "texture" combination that is already used.
It has a file named ggshadersetup.agc , that you would have to use to setup the shaders.

The post processing shader in located in it own folder , "postp" , and has its own function you must call instead of sync() called "postprocessingsync()" , you would also need to copy that code.

All the other shaders for water,terrain,animations etc... has 4 version each located in different folders. so they MORE/LESS speed/features you like you just select different folder to use different sets of shaders that ALL do the same , but are target to anything from mobile to PC ....

I did talk to Lee and Paul about releasing a shader pack ONLY for AppGameKit , but i did not yet get a response from them yet, perhaps i will just release one myself , that would make it mush more easy to just use the shaders for standard agk objects , terrain , water, AND would make i mush more easy for you, as i would do all the code so you just use it directly in AGK. But lets see.

PROGRESS: currently im doing shaders directly in "GameGuru" to allow GameGuru to looks just like GG Loader, and you will be able to SEE directly inside GameGuru LOD terrain , so you can make LOD directly inside GameGuru , also i have many GG Loader changes that will be released soon I know the "HLSL" gameguru shaders has taken more time then i wanted , but ....


best regards Preben Eriksen,
nz0
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Posted: 22nd Dec 2016 01:15
TBH, I don't know why a decent shader pack hasn't emerged yet - either from TGC or a 3rd party such as yourself.

I don't suppose it matters much for us, but it would strengthen the product either way and would provide a decent exposure boost to people trying to learn about shaders in AGK.

I would personally be happy to pay for such a thing, as I know it has taken you a lot of work and it's something I think would encourage a lot of people to take the plunge into the shader world who are begging for a foothold here.


cdoty
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Posted: 27th Dec 2016 20:49
I just purchased the product. Is there anything that would make it impossible to port to Tier 2? I'm in the process of creating a C++ class, using the existing Tier 1 source.
Preben
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Posted: 28th Dec 2016 10:49
Hope you all had a great Christmas ( i did ).

cdoty: is not impossible only AppGameKit commands are used , so it should work just like in Tier 1, but your in for a lot of code typing , if you have any problem converting let me know.

best regards Preben Eriksen,
RickV
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Posted: 31st Dec 2016 09:30
Hi Preben,

I have give you two new badges for your great AppGameKit work;

AGK Tool Maker
Valued Member

Thanks for being such a great user of AppGameKit! Hope you have a lovely New Year.

Rick & the TGC team
Development Director
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damothegreat
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Posted: 31st Dec 2016 10:40
Well done Preban with some awesome time consuming work you have achieved with this.

Keep up the good work and have an awesome weekend

Damo
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Started coding with AMOS
Anything is possible if put mind to it
GarBenjamin
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Posted: 31st Dec 2016 17:32 Edited at: 31st Dec 2016 17:33
Great work! This looks awesome. I recently played around with GameGuru and found the level editor to be extremely well done and easy to work with.

One question though... can you make it so all of the setup work is automated by the tool? So it does the conversion to .png format, the resizing options for mobile and also copies all of the files from GG folder to the new temp folder?
I think that would be a huge benefit.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
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Posted: 31st Dec 2016 20:18
@GarBenjamin this would be difficult to realize with AGK2 Tier 1, because of the file-operation districtions and no DDS-texture support, also optimization textures into PNGs is not an easy task at all. I tried it myself, and ended up using about 10 Steps which all could be done in batch processing itself more or less, but who knows your files structure. I dived e.g textures into transparent ones and none transparent ones, but do be able to check for transparency I have to convert dds into png. All pngs without transparency I save into JPEG and check, if the resulting JPEG would be smaller than the PNG was before. After that, I have a list with file names of textures. Also maybe you are the only person, who can decide, if one texture will be used only in the far, or only used on small objects. I am experimenting with FPSC Classic free textures xand objects to minimize loading times. And also to save disk-space (download time, 100 MB Android limit in store without huzzle). I try to eleminate dublicates and use instances, where ever I can. But there is a lot of hand work. So Prebens work is amazing, and I sometimes near for giving up the texture optimization to use the benefits of Prebens work and the GameGuru editor. Or I have to create an editor for smaller outputs, with own level-formats and prefabs etc.
GarBenjamin
AGK Developer
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Location: USA
Posted: 1st Jan 2017 04:24
@f4ktor oh yeah I am not knocking Preben's work at all. It looks amazing because GameGuru has an excellent 3D level editor and being able to use it to create levels for AGK2 project is great!

I just thought if some of the set up could be automated it would make it easier and also make it usable by more people.

I'm sure once a person goes through the process a few times it will seem pretty straightforward. I need to give it a try soon.
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Xaby
FPSC Reloaded TGC Backer
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Posted: 2nd Jan 2017 09:00
@GarBenjamin,

maybe it will be TGC offical AddOn for GameGuro and in GameGuru will be an Export-to-AGK2-Project-Button
Preben
AGK Studio Developer
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Posted: 2nd Jan 2017 15:06
Thanks all , look at my new shiny badges , im so happy but still , just staring at the screen, 31-dec 1-feb leftovers

Yes i know it could be more easy to get up and running , but remember its ONLY one time that you need to convert the media , after that everything is already converted and you just need to copy your level.

Anyway another great member from here "sdl" is actually working on an "easy" to use app that will do all your talking about see screenshot:
It will convert all the media , and unpack you level and place it directly in your GG Loader project folder where it should be
But this is all huss huss ( not ready to be announced, ups ) , and i know that Sascha that does the code is just as busy as we all are , so im not sure when/if it will be available , last version i tried was nearly perfect , but there was some problem with the quality of the converted png when alpha was used , but perhaps Sascha have some updated info ?

Also an update to the actually GameGuru shaders is now available ( can be downloaded from daily3d.com NOW) so that GameGuru will look like GG Loader, you dont need to convert you level so often to see what you get, This GameGuru add on will also allow you to directly paint GG Loader LOD terrain inside the GameGuru editor.
best regards Preben Eriksen,

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sdl
AGK Developer
11
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Joined: 5th May 2012
Location: Germany
Posted: 2nd Jan 2017 19:14 Edited at: 2nd Jan 2017 19:15
Hi Preben,
here a current screenshot.
Features:
-Copy all files from the GameGuru directory in the GameguruTmp directory
-Converts the media from DDS to PNG including a reduction by 50% and 25%
-Delete DDS files from the GameGuruTmp directory
-Own level (mapbank) extract to GameGuruTmp and delete unneeded files
-Copy the enitybank in the Temp directory by AppGameKit (appData)
* With the internal conversion of DDS to PNG, I have some problems with the alpha Chanel.
For good quality to convert you can also use "nconvert" , just download, make the Checkbox and copy "NConvert" to the directory where the app is, rest takes the app *
Save and load your Settings
Still under construction:
Start GGloader per click to run your AppGameKit Code.
I upload the new Version later...

Sorry for my bad english )-:

Sascha

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CJB
Valued Member
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Joined: 10th Feb 2004
Location: Essex, UK
Posted: 2nd Jan 2017 21:02
Seriously amazing progress being made here. Good job! Let us know when the easy converter is available, and how much it'll cost. I don't mind paying!



V2 T1 (Mostly)
Phone Tap!
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Preben
AGK Studio Developer
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Posted: 5th Jan 2017 13:44
CJB: I do not think the easy converter will cost anything. so
best regards Preben Eriksen,
Preben
AGK Studio Developer
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Posted: 5th Jan 2017 13:49
New release: mainly bug fixes,added functions and support out of the box for more objects, people are now making games using GG Loader so I’m starting to get feedback about what could make there job more easy, keep them coming.

download ggloader108.zip from your www.daily3d.com account.

Added new shader pack , this one is for GameGuru itself. please read the “readme.txt” file about how to install.
gameguru-shaders105.zip also added to your www.daily3d.com account.

The new GameGuru shaders will make GameGuru faster , and make it look like GG Loader including lens flare, cartoon , fxaa … This means When you design in GameGuru it will look more like what your getting after you export to GG Loader.
Also you can now paint GG Loader LOD terrain directly inside GameGuru.
Read all about it here:
https://forum.game-guru.com/thread/216864

Thanks for your support, and keep the feedback coming so we can improve everything and make it more fun/easy for you to make 3D games
best regards Preben Eriksen,

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