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Showing posts with label lua. Show all posts
Showing posts with label lua. Show all posts

Wednesday, September 26, 2018

New Lua Commands since 5/12/2017


So recently I’ve found myself back in Game-Guru for more significant lengths of time than I’ve had in a while.  Up to this point I’ve mostly been relegated to occasionally dipping my toes in the water while things are updating at a furious pace due to github contributions. 
So I found myself troubleshooting some of my weather system functions and realized there was a significant body of added functions since the last major version (5.12.2017/DX9).
The DX9 edition was fairly stable, so a lot of people use it – however since then a large amount of updated Lua commands have been added with no real clear list of what’s been changed between now and then.  So without any further fanfare, here’s a simple list capturing most of the changes listed on github.  They were obtained by checking the history of changes on github so if I missed any, please let me know.
Most of this is documented in global.lua itself, albeit not as a straight ‘diff’ as this is intended to be.

ENTITY CONTROL

ScaleObject : ScaleObject( obj, x, y, z ) -- Scales object in all axis (Note: uses object id not entity!)
***** The following four functions return multiple values, if you do not need them all just replace
***** the ones you don't need with '_' for example : _, _, _, Ax, Ay, Az = GetEntityPosAng( e ) would
***** just give you last three of the 6 values returned
GetObjectPosAng : x, y, z, Ax, Ay, Az = GetObjectPosAng( obj ) -- returns position and Euler angles of object
GetEntityPosAng : x, y, z, Ax, Ay, Az = GetEntityPosAng( e )   -- returns position and Euler angles of entity
GetObjectColBox : xmin, ymin, zmin, xmax, ymax, zmax = GetObjectCollBox( obj ) -- returns collision cube of object
GetEntityColBox : xmin, ymin, zmin, xmax, ymax, zmax = GetEntityCollBox( e )   -- returns collision cube of entity
Collision box is defined by coordinates of two opposing corners, from these it is easy to calculate the size of the object
GetEntityWeight : weight = GetEntityWeight( e ) -- returns the Physics weight value of the entity
GetObjectScales : xs, ys, zs = GetObjectScales( obj ) -- returns scale values of object in all axis (Note: uses object id not entity!)
SetRotationYSlowly : SetRotationYSlowly(e,destangle,smoothvalue) -- where e is the entity and a smooth value of 100 is immediate, where 50 takes twice as long to rotate to destangle (Dest Angle)
RotateToPlayerWithOffset(e,angleoffset) – Rotates an entity to the player with a euler angle offset.
SetHoverFactor(e,v) – Sets E entity’s hover factor by V value. Presumably used for flying objects.
SetEntityHealthSilent(e,v) – Unsure of actual function but obviously it sets an entity’s health… silently?  Needs testing.


JOYSTICK/GAMEPAD/VR CONTROLS

NOTE: Joystick and VR function before was simply a placeholder.  So these commands were there before but didn’t actually work – now they do, hence their inclusion below.
JoystickX: JoystickX() -- returns a value between -1000 and +1000 representing X axis of controller
JoystickY: JoystickY() -- returns a value between -1000 and +1000 representing Y axis of controller
JoystickZ: JoystickZ() -- returns a value between -1000 and +1000 representing Trigger of controller
PromptLocalForVR(e,str,vrmode) – Unsure, bit it does have actual function now.
PromptLocal(e,str) – some kind of vr related function unfortunately poorly documented for now.
JoystickHatAngle: JoystickHatAngle() -- command used by the default player control mechanism
JoystickFireXL: JoystickFireXL() -- command used by the default player control mechanism
JoystickTwistX: JoystickTwistX() -- command used by the default player control mechanism
JoystickTwistY: JoystickTwistY() -- command used by the default player control mechanism
JoystickTwistZ: JoystickTwistZ() -- command used by the default player control mechanism
SetGamePlayerStatePlrZoomInChange: SetGamePlayerStatePlrZoomInChange() -- command used by the default player control mechanism
GetGamePlayerStatePlrZoomInChange: GetGamePlayerStatePlrZoomInChange() -- command used by the default player control mechanism
GetDynamicCharacterControllerDidJump: x=GetDynamicCharacterControllerDidJump() -- returns 1 if controller jumped

SOUND CONTROL

SetEntityString : SetEntityString ( e, slot, string ) -- where e is the entity number and slot (0-4) to write the string into.  I believe this probably allows you to change sounds or configure them programmatically.
GetEntityString : GetEntityString ( e, slot ) -- where e is the entity number and slot (0-4) is the sound slot index.  The above supposition is confirmed by this.
LoopNon3DSound(e,v) – entity/value.  Loops a slotted sound without 3d, so no distance modifiers just same volume at any distance.

WATER SHADER CONTROLS

**Water Shader Settings*** Look into the shader for informations about these values(open effectbank/reloaded/water_basic.fx with i.e. notepad)
SetWaterHeight(value) – Sets height of water plane.
SetWaterColor(red,green,blue) – Sets RGB of water plane.
SetWaterWaveIntensity(value) – Sets intensity of waves
SetWaterTransparancy(value) – Sets transparency of waves
SetWaterReflection(value) – Sets reflection value of water surface
SetWaterReflectionSparkleIntensity(value) – Specularity of water surface, I believe
SetWaterFlowDirection(x,y,speed) -- small tip: -1 =east/north; 1=west/south - speed is a multiplier of the flowdirection(higher => fast flow)
SetWaterDistortionWaves(value) --  Water noise level
SetRippleWaterSpeed(value) – how fast the ripples move
GetWaterHeight() – returns height of water
GetWaterWaveIntensity() – returns intensity of water
GetWaterShaderColorRed() – returns water plane R value
GetWaterShaderColorGreen() – returns water plane G value
GetWaterShaderColorBlue() --  returns water plane B value
GetWaterTransparancy() – returns water transparency value
GetWaterReflection() --  returns water reflection value
GetWaterReflectionSparkleIntensity() --  Returns ‘water reflection sparkle intensity’ value
GetWaterFlowDirectionX() – returns water flow direction X
GetWaterFlowDirectionY() – returns water flow direction Y
GetWaterFlowSpeed() – returns water flow speed
GetWaterDistortionWaves() – returns water distortion wave setting
GetRippleWaterSpeed() – returns water ripple speed

LIGHT AND SKY CONTROL

SetSkyTo(str) : str=foldername of the sky you want to change to (i.e. ChangeSkyTo("dark"))
GetEntityLightNumber( e ) --  Returns entity light number (HALLELUJAH!)
x, y, z = GetLightPosition( lightNum ) – Presumably returns light XYZ position into 3 separate variables, needs testing.
r, g, b = GetLightRGB( lightNum )  -- Presumably fills RGB values into 3 separate variables.  Needs testing.
GetLightRange( lightNum ) --  Returns light range.
GetLightAngle : xv, yv, zv = GetLightAngle( LightNum ) -- returns the angle vector of the dynamic light specified
SetLightAngle : SetLightAngle( lightNum, xv, yv, zv ) -- sets the angle vector of the specified light ( e.g. 0, 0, 1 would be 'North' or +Z axis )
SetLightPosition( lightNum, x, y, z ) – Lightnum=entity light number.  Sets physical position.
SetLightRGB( lightNum, r, g, b ) --  Lightnum=entity light number.  Sets RBG value of light.
SetLightRange( lightNum, range )   -- range is 1 .. 10000, values outside range are capped; configures output range of light.

FUNCTION FOR FUNCTIONS

SetPreExitValue: SetPreExitValue(e,value) -- where e is the entity and a value of 2 will exit preexit function.  This is invoked at runtime and allows a function to return a value if it exits before being allowed to return a code properly – I think.  Needs testing but most of you won’t be using this unless you took actual programming classes :P

PARTICLE CONTROLS (!)

ParticlesGetFreeEmitter:  iEmitterID = ParticlesGetFreeEmitter() -- returns the index of a free particle emitter object
ParticlesAddEmitter: ParticlesAddEmitter(animationSpeed,startsOffRandomAngle,offsetMinX,offsetMinY,offsetMinZ,offsetMaxX,offsetMaxY,offsetMaxZ,scaleStartMin,scaleStartMax,scaleEndMin,scaleEndMax,movementSpeedMinX,movementSpeedMinY,movementSpeedMinZ,movementSpeedMaxX,movementSpeedMaxY,movementSpeedMaxZ,rotateSpeedMinZ,rotateSpeedMaxZ,lifeMin,lifeMax,alphaStartMin,alphaStartMax,alphaEndMin,alphaEndMax,frequency) -- create a particle emitter under the index iEmitterID and specified parameters (yes, the command really is that long).
ParticleAddEmitterEx: (as above with additional parameters) e, limbindex, particle image ID, particle frame count -- where e is the entity to assign particle to
ParticlesDeleteEmitter: ParticlesDeleteEmitter ( iEmitterID ) -- delete a particle emitter under index iEmitterID
ParticleAddEmitterEx: (as above with additional parameters) e, limbindex, particle image ID, particle frame count -- where e is the entity to assign particle to



DECOMMED AI CONTROLS

Lastly, a large amount of OLD AI commands were decommissioned.  This means new ones are likely on the way with the updated AI changes in the pipeline.
CharacterControlManual(e) – decommed
CharacterControlLimbo(e) – decommed
CharacterControlUnarmed(e) – decommed
CharacterControlArmed(e) – decommed
CharacterControlFidget(e) – decommed
CharacterControlDucked(e) – decommed
CharacterControlStand(e) – decommed
SetCharacterToWalk(e) – decommed
SetCharacterToRun(e) – decommed
SetCharacterToStrafeLeft(e) – decommed
SetCharacterToStrafeRight(e) – decommed
SetCharacterVisionDelay(e,v) – decommed
LockCharacterPosition(e,v) – decommed
UnlockCharacterPosition(e,v) – decommed

Monday, April 30, 2018

This Week in Game-Guru - 04/30/2018

OFFICIAL GAME-GURU NEWS:


Game-Guru has officially updated!  Queue the fireworks, beer, and cheers people!  It's the full DX11 release with all the associated Github and PP releases that we've come to know, love, and sometimes despise.

This represents a huge departure for Game-Guru and as such you will want to really give your stuff a thorough once-over before you test.

In the meantime we have a new pack to help celebrate, with full PBR models - https://www.thegamecreators.com/post/gameguru-construction-site-pack-released

There's some really nice looking stuff in those kits so give em a look!

NEW PRODUCTS IN THE STORE:


The store has a massive smattering of new products this week and while many are great (nice to see Tazman experimenting with PBR, for instance!)  - I have to say BSP shattered expectations with some damn fine looking stuff.


As you can see these are some top shelf products!  There's also some really good stuff by GraPhiX, that model guy, and relative newcomer mechanic.  Pasquill has also added some new cars, which are always worth a look.  These appear to be the first PBR enabled vehicles so give them a double take!

I also have to chime in that I love Shadow Man's style.  So I follow him on the store (amongst others) and while he's not a super-prolific author his stuff is top notch and worth a look if you're into cyberpunk/sci-fi/modern styles.

Of course most of these are available in well priced packs so spend wisely:




FREE STUFF:

Not much going on here, but we already have lots of nice new shinies to play with so let's hold off either way for next week!


THIRD PARTY TOOLS:


The latest version of the Heightmap 2 GG program is out and available for download here:
https://forum.game-guru.com/thread/218876?page=3#msg2599966

RANDOM ACTS OF CREATIVITY:

Cybernessence did a great job with some coolscripting in his upcoming game 'The Cogwheel Chronicles'.


That's the kind of inventive stuff that keeps people interested in your product, people.


IN MY OWN WORKS:


My own products will need a thorough 'going over' for the latest revision of Game-Guru.  I will need to take some time this week to set aside and test it thoroughly then bug-fix whatever new problems cropped up from the latest revision.

The book continues to slog along though I literally got NOTHING done due to my day job's total focus last week along with my family getting sick upon my return.

Keep an eye out here for more updates.  If you are encountering any problems with the Time of Day and Weather system please let me know ASAP via this blog or via the ticket system on http://en.tgcstore.net

Monday, January 29, 2018

This Week in Game-Guru - 1/29/2018

There's been a lot of changes this week; things that sort of shattered the situation as it stood and put us in a very interesting place.  One that could either be precarious or one that could be a significant boon.  Time will really tell.  Check out the Engine Update Progress Report section below for more details. 

ENGINE UPDATE PROGRESS REPORT


This week Lee made a massive update by placing all of the source code to Game-Guru live on github.  He's created an issues tracker (link here) which can be used to publicly follow all of the ongoing developmental issues and bugs.  He's got old hats who worked on FPSC (classic) code working on Game-Guru now.  He's literally paying outside developers to work on features that are taking him too long to develop personally.  This is what you do, folks, when you truly want to reinvent a brand.  Game-Guru has stalled in development and has had a massive amount of 'under the hood' changes.  Unfortunately as a usable product, it's maybe 30 or 40% more than what I could use a few years ago when it was FPSC:Reloaded.  That's only because of additional Lua extensibility.  The core engine itself hasn't really added much in terms of functionality within the GUI driven IDE.

So this is a huge step and in a sense a massive gamble at the same time.  It's what's needed though, if Game-Guru is going to thrive in a market increasingly dominated by AAA providers like Unreal, Lumberyard, and Unity.  

I believe Game-Guru has a lot of potential.  It's easy to get into, easy to work with.  It's got too many flaws to be functional though and until those are addressed, it's really caused a lot of project stagnation for many, many people. 

NEW PRODUCTS IN THE STORE


This week on the store can be summed up in the following picture:

Store image


So a few things here.  First, it really looks as if Colosso has improved a lot.  His newer stuff is coming along well and that's saying a lot - I can plainly say his art style was not my cup of tea previously.  This current style fits him well.

Second we have a relative newcomer putting up an interesting looking boat.  While I can appreciate anyone trying to market their first real go on the store... it's plainly not up to spec for the price they're asking.  If I were 1CE I'd lower the price by at least 50%  until my texturing matched other artists pushing that price point.

Of particular note is the fact that Wizard of Id has put his newest sewer pack up as both a PBR and Non PBR asset sets.  This is important because frankly a lot of people may not want or need PBR.  While I'm a little disappointed in his pricing (it always is a lot higher than this crowd can afford, initially), I am happy with the quality of his work.  If you're going to spend 29 dollars on a product Game-Guru, usually you want one of his.  I've spent the money and have been satisfied.  His are the closest to 'professional grade' products available on the Game-Guru store.






FREE STUFF


Free stuff this week is pretty substantial.  We got not one, but TWO free weapons!
Weapons are like solid gold.  They are something we don't get a lot of, that are expensive on the store because they take just so much work to do.  We got two of them!  It's really awesome of both Graphix and Gtox to produce these for us.
First we have a chainsaw provided by Graphix: https://forum.game-guru.com/thread/219263

Chainsaw
Vrrrrrrrrrm!


All I can say is FINALLY.  Being a Doom 1/2 freak, this is something that's been desperately missing.  I could nitpick the sort of rapid animation and overly chromatic textures, but I mean comon - it's a freaking chainsaw!  Best part is there's no hands rigged to it so it can literally be used with any other game.


Next we have Gtox's damn fine work on a crowbar, Ala Gordon Freeman.

What a great looking crowbar!

This thing is freaking gorgeous.  I mean it just looks fantastic.   And Gtox even included an alt-attack (he's done this for some of his other weapons too) where when you hit left-alt it will do a secondary attack.  Very good stuff indeed.

Some freebies by Honkeyboy were posted as well.  One is a set of  'English trees' , the other was a few items for his crafting survival script: https://forum.game-guru.com/thread/219211 which include things like a furnace and workbench.



THIRD PARTY TOOLS


This week in third party tools we have  nothing really new.  I need to update my Lua API for Notepad++ to include global variables like g_Entity and g_PressKeyE(etc).   That should show up later this week in a separate post.

RANDOM ACTS OF CREATIVITY


'Death by daylight' - Honkeyboy's latest creation.  This zombie shooter looks promising and while it lacks the maturity in graphical refinement it does offer a crafting system which should help tilt the balance in favor of this being a more interesting title.  What impresses me most about Honkeyboy is how many irons he can keep in the fire and how many he keeps throwing in.   The guy has endless energy, which is a good thing to have when you're an Independent Gamedev.

'Cowboy Shootout' - Len the Man has been working on this title for quite some time but it's coming along well. He's obviously putting a lot of effort into it and it's really  starting to show.  Lots of custom models and interesting components in a much needed cowboy action game.

Len the Man's Cowboy Shooter Image
Pretty high end for GG!


As you can see, the quality is definitely there.  Nice to see someone sticking with it, through all the ups and downs.

IN MY OWN WORKS


I have too many irons in the fire myself.  I really ran into some stumbling blocks with my upcoming kits and it's just.. frustrating trying to find the time to sit down and work on them uninterrupted.  Life has been hectic enough, but it just keeps adding more and more to my plate.

Currently I have too much going on and need to clear some items before adding new ones.  Look for any of the following to have something on them later this week:

  • any of 3 different scripting kits
  • a new sky pack for 2018
  • a new terrain PLUS very interesting foliage (includes custom script)
  • one of two books I'm writing
  • one of two tutorials I'm writing on this blog
  • A final(?) update to the notepad ++ Lua API.  
You get the idea.  There's simply too much going on upstairs and I need to clear some room.
I'm glad I am able to keep all this rolling and was able to get the Lua API workable.  The scripting kits are about 10%, 30% and 40% there, respectively.  Any one of those could get completed this week depending on how my brain decides to plop out it's workload.

Friday, January 19, 2018

Game-Guru Lua Notepad++ API

So while it wasn't tremendously difficult to implement, I made a simple XML Game-Guru Lua ANSI API for Notepad++.  Most of us Lua scripters for Game-Guru are already using NPP(Notepad++) for coding as it has built in Lua support, allowing autocomplete of functions and encapsulation of loops. That said, I desired something that would allow me to autocomplete common functions (which already was happening on projects I have of substantial size) for Game-Guru specific Lua work.

I realized this must be a fairly simple thing to do in NPP as many other groups have done it (Noteably Love, which is a Lua extension that I used as a framework for my work here).

What I've done is gone on and created a Lua API for Notepad++ that will simply and easily configure NPP to auto-fill Game-Guru functions for you, give you a list of functions to browse and give you a simple bit of detail about each function as well as it's inputs and outputs (for instance, if it returns a number or what not).  It's all completely free for anyone interested.

More information is available here: https://forum.game-guru.com/thread/219215

Monday, December 18, 2017

This week in Game-Guru 12/18/2017

Notice: Next week's issue will be delayed a day or so due to the holidays.

ENGINE UPDATE PROGRESS REPORT


No new updates for us normies.  We're still in beta-test limbo; apparently a beta update was released to the closed beta testers which was labelled as a public preview update.  This accidental update might cause you some confusion if you find yours hasn't updated.  That said given Lee's recent flurry of responses on the forums we can see that there's definitely some renewed emphasis on bugfixes and system stability (specifically with memory).

Also worth mentioning is my own find that you can reduce CPU usage by a drastic amount on most maps by updating the AI scripts to include some changes.  Specifically it appears that 'always active=off' does not actually appear to be functioning.  So you need to manually configure this via a player distance check in the script.  By doing this, you kill the overhead required for the rather intensive AI system.  Details can be found here: https://forum.game-guru.com/thread/219078

For now though, we're all waiting for what looks like what will be a new-years update to improve stability and performance.   I'm really hoping Lee grinds this one out over holiday though I can understand if we have to wait until February for it.

NEW PRODUCTS IN THE STORE

 
Some small, but interesting updates.


This week on the store we have a new artist (Thorus) making a solid go of some residential models and a decently good looking tractor.  These models are well priced, most going in the sub-one dollar range per model.   Moshroom has written a new script which degrades weapon quality and makes them unusable after a point.  Acid has added a ... moving target?  I couldn't really discern this one's purpose but I'm sure someone will find it useful.  Lastly mstockton, who does a solid job on his modelling, added a nice padlock and key set for a very good price on the store.
 
Lastly added to the store was an actual game:

This particular game, Savior V1, has been around a while.  It however, represents a certain threshold for quality that most 'steam game releases' I've seen fail to measure up to.  While it's well priced at .99 cents (on sale at this time for a meager .50 cents), it is worth playing from the standpoint of seeing quality game design and development in Game-Guru.  One can learn a significant amount from osmosis and this situation is no different.

That aside though what's really important about this is it highlights the store as an additional distribution channel.  While we could potentially suffer the same problems as other channels (such as the hot, shoveled garbage games that find their way to steam) it could prove a really interesting way to market your own products to a smaller, more receptive audience.  Definitely worth considering fotr the future.

FREE STUFF

 This week's update in 'Free Stuff' has brought some absolutely incredible scripts.  I mean three really big hitters that all solve a lot of major issues for Game-Guru game devs.  First up is Solar's objective script found here: https://forum.game-guru.com/thread/219081



Check out the above picture.  You can see clearly marked objectives which float under the object; this is going to be massively useful for the average FPS game.  The best part is this one is actually very straightforward to use and adapt so it will bring a lot of value to a lot of people.
 
Next up is AmenMoses, who has once again provided a crazy amount of utility those of us who want to really push the envelope in Game-Guru.  He's created a utility library that allows object rotation, connecting decals to objects, and much more.  It has to be seen to be believed, check out the videos and the downloads here at the forum link:  https://forum.game-guru.com/thread/219096

HonkeyBoy has been working tirelessly in Game-Guru on several projects for a few years now.  These projects are pushing forward and his toolkit has really grown a lot over the past few months.  Recently he's added a survival and crafting script for people to use and abuse:



The script, along with some secondary scripts (fire making, shelter making, etc) can be found here: https://forum.game-guru.com/thread/219061
It's also worth mentioning he's added some new models for download that are free for use as well here:  https://forum.game-guru.com/thread/219082

Graphix has added a few impressive glass panels to the forum which I will personally be using extensively.



My previous 'glass panels' were some really old ones I'd hackneyed together from some pretty old assets.  While they worked ok, they didn't do a spectacular job and looked cheap.  These look exceptionally high quality and use alpha channels well.  Get them here: https://forum.game-guru.com/thread/217932?page=6#msg2592415


 THIRD PARTY TOOLS

BOTR has updated the Heightmapping to MDAT tool again with a new GUI and a fix for the Windows 10 machines that were crashing.  It's really coming into it's own.  This brings it up to a current version of 2.1a; it can be found at this location:  https://forum.game-guru.com/thread/218876?page=3#msg2592417

I personally have used the older versions to some good effect though it takes some tinkering to find the right settings for the scaling and what not.  Overall though this is a must-have item for your toolbox if you plan on using any kind of pre-made terrain or imports from terrain building software.


RANDOM ACTS OF CREATIVITY





This week I play-tested Bugsy's Multiplayer Simulator which was fun and interesting.  It ran well, played well, and reminded me a good bit of Quake 3 Arena.  I'd love to see him push this project further and as always it's got some of Bugsy's hallmark humor added in as a dry touch:

More games need a 'middle finger' model, IMO.
Also after long last we have an update on Wolf's epic flagship game - Shavra.   If you aren't familiar, Wolf is one of the top tier developers for Game-Guru.   He's in a very small group of other talented developers and this is his baby.  The screenshots alone from 4 years ago show the Game-Guru engine stretched to it's limits.  The latest screenshots are jaw-droppingly gorgeous, as you'd expect:


There simply aren't enough Game-Guru games meeting this level of quality.  I find it really impressive and have to say I wish I could meet this level on my own work.  It looks like it should be out of Unreal or Unity.  Not something as 'plebeian' as Game-Guru.


That wraps it up for this week.   As mentioned next week will have a delay before I post any new content, I may even skip it entirely.

Keep an eye out for some interesting new work from me too, I've been hard at work developing some new tools for Game-Guru users as well as a secret project that only a few select people know about.  It'll take a good 6 months before it's ready, minimum, but once it's released it should really open a few eyes.  That's about the most I can safely say on it.  That and that it's about 8-10% complete as of this moment.  So I have a long road ahead of me.  Thanks again and see you next week!


Monday, November 20, 2017

Latest tidbits

So lately I've been exceptionally busy preparing for my house to be sold.
That said I've found time to complete my lightkit, place it on the store and begin selling it.
I also made a tutorial video.


Warning: I'm a terrible video editor.

The item on the store is located here:  https://www.tgcstore.net/product/30936

Also I've gone through the trouble of collating important information on Game-Guru (as I've found it) into a reference list.  I used to keep this as a sort of 'private page' but now I'm opening it up to everyone else.  It can be found on the sidebar but here's a direct link in case you can't find it:
http://gamegurureport.blogspot.com/p/reference-list-for-gameguru.html

I've also added 'sparckman.com' as a site in my sidebar list as well.  He's been around a while and has some good scripts as well as tutorial videos on youtube.  Definitely check him out!

Beyond that there's some interesting stuff coming but we are all waiting with baited breath for the latest GG update.

Friday, November 10, 2017

New project in the works

With respect to projects, I don't know why I choose to do more hard work when I am already busting my buns trying to prep my house for sale.  However, I have some really great stuff in the pipeline.  Primarily I'm working on a toolkit (in the prototyping phase) which will allow pretty heavy duty control of dynamic lights in Game Guru.

We're talking script-based controls of lights which will allow very functional utility for the average game-maker.  It will also be competitively priced, by that I mean very affordable :)  Right now I'm looking at putting it up for around 3.50 or so.

That's what's going on.  I'll post a video here once I finish a few more lighting systems for demoing.

So far I have about half of the following:
  • A steady strobing effect
  • A random strobing effect
  • A 'campfire' effect
  • A light up on trigger zone
  • Several  lights simultaneously
  • Several lights sequentially
  • A single light moving in a pattern
  • Several strobes at once
  • Several strobes in sequence
This should provide some really excellent controls for new and existing users to work with dynamic lights.  As the updates come I'll add further functionality too, for free, to purchasers.

Keep your eyes peeled!

Monday, February 13, 2017

Huge news - a preview of my upcoming Time of Day and Weather system for Game Guru!

So I've been toiling away on my secretive project for months now and finally gotten this beauty to where it should be at least acceptable from the standpoint of a public viewing session of it.

This system controls a significant number of factors in a parabolic curve (mostly) independent of each other to create a realistic Time of Day system.

Weather is being added slowly but is next on the plate.

Current plans are to introduce this as an advanced user script which will sell for approximately $20.
I realize this is steep but also that this represents many hundreds of hours of work for something that effectively should be a core game feature.  So I'm pretty much adding something into the game engine that SHOULD be there but isn't.  Once weather is in place it should really tie this all together.

Without any further yammering, here's the preview!


All thumbs up and comments appreciated.

Discussion on the forum can be found here: https://forum.game-guru.com/thread/217420

Thursday, February 2, 2017

What's going on?

So a lot is going on at this time.  I should mention a lot of different things that have occurred virtually simultaneously.
Most notable is that the Game Guru release 1.14 has come out, including the new EBE!  It's been a long time coming, for sure.  I am, however, waiting to see what sub-patches are required for it.  As it is a few things I've noticed:

1) My globals.lua file got rewritten.  Caused me some heartache as I'm using the vectorial3 lua library in one of my upcoming projects and I had it defined there.  No big deal.

2) EBE seems a little glitchy.  It isn't quite there yet. I had some collision issues and also some placement issues.  Other than that, seems reasonably good though I have a lot more to learn about it.

3) FXAA and lens flare effect... not a fan.  The lens flare can't be disabled without turning off bloom, a common theme for the post-effects processing in Game-Guru.  FXAA *DID* improve the quality of the visuals by a bit.  However, I am still running reshade.  YMMV.

4) Holy... shit - I need to buy WID's new scifi pack and review it.

Anyways on with more personal items:

  • My upcoming project is making good headway though I am running into issues with passing variables to functions for processing.  I also need to come up with a good way to determine a vector's direction versus my current system.  This way I can figure out if the math is going to be + or - and run the appropriate code for it
  • Marie, my beautiful and intelligent wife, is now working in Unreal Engine 4 and doing impressive things.  I'm helping her where I can but blueprint is logically hard for me as I'm an old school text coder.  
  • I'm cleaning my basement.  It sucks, massively.
  • Playing Mechwarrior and WOT primarily.

That's what's up. I  am trying real hard to get my project done so I can move onto unreal.
Thanks!