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AppGameKit Showcase / GameGuru Loader 4 AGK2.

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sdl
AGK Developer
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Posted: 18th Jan 2017 21:16
Hi,
I have send the new Version from the "easy converter" to preben, to test it.
I hope all is fine
sdl
AGK Developer
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Posted: 21st Jan 2017 13:23 Edited at: 22nd Jan 2017 16:09
Hi,

bugfixed V1.01a Version from the "easy converter" send to preben, to test it.
Now i think, all is fine (-:

If the PC Version is error free, then i will make an MAC and Linux Version

Sascha
sdl
AGK Developer
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Posted: 22nd Jan 2017 16:12 Edited at: 22nd Jan 2017 16:14
Hi,

bugfixed V1.01b Version from the "easy converter" send to preben, to test it.

Now you can open the "Path Folder"
Bugfix: Not all converted PNG Files have correct Names (Lowercase)

Sascha

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CJB
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Posted: 2nd Feb 2017 17:13
Any idea when this might get released? Can't wait to have a play!
Preben
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Posted: 8th Feb 2017 15:25 Edited at: 8th Feb 2017 15:25
CJB: here you go

Download Now: ggloader109.zip
A new version of GG Loader is now available , include bug fixes and now support the latest version of GameGuru 1.14 , and also support the next version 1.141 coming shortly , GameGuru 1.141 is already available as “public preview” if you want to try it.


The new GG Loader GUI is now available as a beta, big thanks to sdl (Sascha) for this great program.

The easy to use GUI allow you to convert all the GameGuru media, and unpack you level and place it directly in your GG Loader project folder where it should be

Download Now: GGLoaderGUI.zip
Unzip program anywhere you like , and run GGLoaderGUI1.01b.exe

If you already converted all the GameGuru media , you should only check “Convert and copy GameGuru Level” , and it will take your level and make it ready to run directly inside your GG Loader project, just click convert, and click run in AppGameKit and you have all your changes

If you use GG Loader for the first time you should check all checkboxes, this will prepare all GameGuru media and make sure your ready to run your first GameGuru level in GG Loader. Please be patience this can take 40min+ depending on how mush GameGuru media you have.


Here is a image of my settings ready to run for the first time:


Note: “Select GG Loader temporary folder” should point to AGK2 temporary folder and your AppGameKit project name.


More great news: ALL GG Loader shaders and features are now build into the core of GameGuru so from GameGuru version 1.14+ you don’t need to install any gameguru shaders everything is already there

I have spent the last 3 month helping Lee improving GameGuru, fixing bugs and taking GameGuru to the next level, you can check out all the new stuff we have made in these threads:

https://forum.game-guru.com/thread/217310
https://forum.game-guru.com/thread/216864

This means i have not had mush time to improve GG Loader the last 3 month, but that will change now ( we are nearly there, one more week ), and while helping Lee i have “sneaked” in many new features/stuff we can use in AGK2 for future GG Loader versions ( don’t tell anyone )

Please let me know if you have any problems with the new GG Loader GUI.
best regards Preben Eriksen,
CJB
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Posted: 8th Feb 2017 15:53
Downloading now. Great update! Thanks Preben.
hoyoyo80
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Posted: 11th Feb 2017 11:24 Edited at: 11th Feb 2017 11:27
Hi..i stalking gameguru forum both here and steam forums and it lead me here.

My question since i dont have gg. Since ofcourse we hv to code the gameplay in agk so does it mean the character will have shadows system as the default agk dont have one.

Thanks
Preben
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Posted: 21st Feb 2017 12:37 Edited at: 21st Feb 2017 12:47
hoyoyo80: Currently you have lightmapped shadows , im working on a realtime cascade shadow , but its still WIP: it will take some weeks to get this done.

Coming to a GG Loader near you , realtime cascade shadows , not sure if it will be fast enough for mobile but at least you will be able to use it for desktop

Sorry my mac is slow and make jerky bad videos:


best regards Preben Eriksen,
Blendman
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Posted: 21st Feb 2017 13:30
Wahoo, it's great !
AGK2 tier1 - http://www.dracaena-studio.com
Preben
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Posted: 24th Feb 2017 17:28
Thanks blendman ,

Some progress , first time im running around a GG Level with realtime cascade shadows
Still work to do on this, but bias is beginning to work.

best regards Preben Eriksen,

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CJB
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Posted: 24th Feb 2017 20:33
Wow! Are any of those baked, or are they all realtime?

Would love to see a vid
Cor
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Posted: 25th Feb 2017 03:23
Great work preben! I am super glad to be a proud GGloader owner best money I ever spent.
Preben
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Posted: 25th Feb 2017 15:54 Edited at: 25th Feb 2017 15:58
Cor: Thanks
CJB: Everything is realtime nothing is baked , made a quick level using the easter pack to show the realtime shadows in action , also display how easy it is to convert from GameGuru to AppGameKit using the new GG Loader GUI.

You should note some great side effects, now that you have shadows, everything inside a building is in shadow , so if you have a window it now "looks like" the Sun is coming into the room through windows and cracks. See last screenshot and video.

Update: added alpha mask to shadow depth buffer to allow sun through transparent objects like windos glass ...

Sorry still my slow jerky video recorder:




Shadows just give a feeling of depth in the scene:
best regards Preben Eriksen,

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CJB
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Posted: 25th Feb 2017 17:16
Cor
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Posted: 25th Feb 2017 21:08
amazing. when will this come to our downloads section ?
Chris Tate
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Posted: 26th Feb 2017 19:17
Very impressive.
Stab in the Dark software
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Posted: 27th Feb 2017 15:46
Fantastic Work!!!
The coffee is lovely dark and deep,and I have code to write before I sleep.
Preben
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Posted: 28th Feb 2017 11:06 Edited at: 28th Feb 2017 11:12
Thanks all , Cor: now!

Update: ggloader110.zip download at daily3d.com

Also include the easter pack test level , ready to run if you like a quick realtime shadow test ( you must have the easter pack media for it to work ).

Include realtime cascade shadows , also working on mobiles , i still need to optimise it more for mobiles and fix the bias , but this will get you started using realtime shadows.

Also other bug fixes, and made some changes to make it work on the new AGK2 beta.

iPad early test without optimising using the desktop version ( on mobiles a little adjusting is still needed ) , Volume: voice over is so LOW you really need to turn up to hear it , don’t worry i will not scream at the end





Turn down the volume again , just a 360 speed rotating sun for testing.



best regards Preben Eriksen,
Cor
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Posted: 28th Feb 2017 17:14
THANKS PREBEN! do we have to do anything special to get these realtime shadows in our maps?
Preben
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Posted: 28th Feb 2017 19:07
Cor: nothing special , i enabled it by default "global realtimeshadow = 1" , there will be more option in the next version for quality vs. speed etc... so you can define your own. ( needed for mobile )
best regards Preben Eriksen,
Cor
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Posted: 28th Feb 2017 19:16
Like i said....best money spent. Thanks preben
Cor
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Posted: 1st Mar 2017 06:24 Edited at: 1st Mar 2017 06:48
Preben I seem to have run into a problem. I used the gui to convert all the media and copy the level. However when I run my level it looks like it is still using the terrain from the easter map that comes with ggloader. I cant seem to get the correct terrain. Any ideas? thanks!! EDIT: found out why the terrain was gone. the mobileversion was set to 1 which took away terrain. the level now looks good on desktop but I get a completely wrong map and no objects on mobile and if I get the right terrain I get no objects. like I said it only happens when I try to broadcast to my iPhone 7. I'm sure I'm missing something somewhere
Preben
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Posted: 1st Mar 2017 08:04 Edited at: 1st Mar 2017 08:16
Cor: before your able to broadcast to mobile you should copy:
baked-vegmask.png
baked-m_mobile.png or baked-m.png
to your GGLoader/media/gameguru/ folder.

Also remember to copy the collected media "ggmedia" to /ggloader/media/ggmedia
Before preparing a mobile version i always delete the temporary ggmedia folder and run the project again to collect new media, this way im sure only the media from the level is included.

All media must be inside your project before agk as able to broadcast it

When you got your game into your mobile , here is some tips you can use to get a high FPS.

Setting Tips:

global mobileversion = 1
This will cut the terrain polygons in half.

global mobileversion = 2
This will cut the terrain polygons in half AGAIN.

global usemobiletextures = 1
Use reduced textures for diffuse/normal/specular textures. a must for mobile, if you still run out of memory on your mobile edit “ggfunc.agc” and search for “result_mobile2.png”
+ Code Snippet
Enable this line in 2 places to use even smaller textures.

global usewaterreflection = 0
When you use water reflection then everything is rendered 2 times , so disable it to nearly double your FPS.

global normalshaderpath$ = "mobile/"
Setting this will use the fastest shaders for everything, you have 4 different shader packs available, so when you change the shaderpack used you get less features but more speed , so you can try the different packs until you get the speed features your looking for. You must use “desktop/“ if you use realtime shadows.

global basemaponly = 1
This will generate one large terrain texture and use a detail textures , so this will be the fastest terrain available. ( you will need to copy the auto generated "basemap.png" into your media folder , see doc. ).

global objectsonlyusenormalspec = 1
Terrain do not use normal and specular, mush faster.

global includenormalmap = 0
Disable normal maps and specular maps on all objects and terrain.

Also disable the post processing shaders you dont need:
global usebloomshader = 0
global usecartoonshader = 0
global usedithershader = 0
global useditherc64shader = 0
global usefxaashader = 0
global uselensflare = 0
best regards Preben Eriksen,
Blendman
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Posted: 1st Mar 2017 08:42
Preben :

The new shadows are great !

1) Are the shadows only in black or can you change the colors for the shadows ? (baked & realtime). It's great to have some cartoon effect or event fantasy effect (a shadow in blue/green with a light in orange works great).
2) Can you baked the realtime shadows too ?
AGK2 tier1 - http://www.dracaena-studio.com
Preben
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Posted: 1st Mar 2017 15:45 Edited at: 1st Mar 2017 15:46
blendman: currently you can only change the colors of the baked shadows, you just draw it like you want it, but you can change the shaders to your needs, its not that difficult to change the shadow color.
currently shadow code look something like this:
+ Code Snippet
Change it to:
+ Code Snippet
This will give you a red looking shadow

NEW: Mobile shadows now have no problems, just as good as desktop, but i still need to optimise it to run faster.

Took a break from shadows, and made a player flashlight, it will be great for those dark scary games

You can control how mush light it should give, so your able to turn it on/off , make it flash , fade the flash light up/down …



best regards Preben Eriksen,
CJB
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Posted: 1st Mar 2017 16:22 Edited at: 1st Mar 2017 16:23
Can flashlight cast shadows?
Preben
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Posted: 1st Mar 2017 18:37
CJB:
Quote: "Can flashlight cast shadows?"

Thats would be a neat trick, but i think the direction of the flashlight would always cover the shadow , so you would never see it, perhaps the nearest dynamic light casting shadows would be nice , well i need to complete the basic shadows first
best regards Preben Eriksen,
Cor
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Posted: 1st Mar 2017 19:32
Preben your work is amazing. Nicely done.
Preben
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Posted: 1st Mar 2017 20:02
Had some questions why i did not have shadows in the video , well it was so dark so i was thinking ... sure you can mix shadows and flashlight , flashlight will fade out shadows when you point at them


best regards Preben Eriksen,
Preben
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Posted: 8th Mar 2017 15:56 Edited at: 8th Mar 2017 15:59
Released new version: ggloader120.zip
Get your copy now at daily3d.com

Include real-time cascade shadows for desktop and mobiles.
Include the new player flashlight, start making your dark scary games now

Test using “Valuable Assets” media, works out of the box in GG Loader:




The same level on iPad with voice over. The kids been using my iPad i really need to clean it, you cant see its dirty from here, only in this video






New users: added a few 25% discount coupons: givemeshadows

http://www.daily3d.com/gg-loader-1-20-released
best regards Preben Eriksen,

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Preben
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Posted: 10th Mar 2017 15:04 Edited at: 10th Mar 2017 15:05
GG Loader - new simple AI system you can build on , using GameGuru waypoints directly, Draw waypoints in GG and watch your characters move around in GG Loader, supports moving up/down second floors etc... it will just follow the geometry where you place your waypoints , No need to do anything special , using a smooth round cornering system when meeting a waypoint to give a natural looking character movement.
Sorry bad video quality, i will never learn to record proper videos, preview:




25% discount end tomorrow, use coupon: givemeshadows
http://www.daily3d.com/gg-loader-1-20-released
best regards Preben Eriksen,
Stab in the Dark software
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Posted: 10th Mar 2017 17:17
Are they using the 3D physics character controller?
The coffee is lovely dark and deep,and I have code to write before I sleep.
Chris Tate
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Posted: 11th Mar 2017 01:33
That looks really cool.
Preben
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Posted: 12th Mar 2017 10:12
Thanks

Quote: "Are they using the 3D physics character controller"

No im using my own.
best regards Preben Eriksen,
Preben
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Posted: 17th Mar 2017 13:37
GG Loader 1.21 released.

* Include simple AI that allow characters to follow GameGuru waypoints.
Characters is assigned to the nearest waypoint index. So you can have many different sets of waypoints that allow different movement for different characters. If a character is to far away from a waypoint it will just act normal. Characters will follow its waypoint set in both directions.
* Gem world level is now working.
* Other minor bug fixes.

Download now from daily3d.com


best regards Preben Eriksen,
Bored of the Rings
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Posted: 17th Mar 2017 17:20
thanks again Preben, Gemworld now works ok. Awesome stuff.
Professional Programmer, languages: SAS, C++, SQL, PL-SQL, DBPro, Purebasic, JavaScript, others
Preben
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Posted: 21st Mar 2017 15:08 Edited at: 21st Mar 2017 15:09
Released GG Loader 1.22: > Download <

* Allow you to import a standard heightmap and get it into GameGuru.
* Allow you to import raw 16 bit heightmap and get it into GameGuru.

Use: saveheightmap("TerrainHeightmap.png","m.dat",0.40,16) , to convert a standard height map , 0.40 = scale factor , 16= how mush to smooth the terrain , normal height maps is 8 bits, so you need to smoothen it otherwise it will look like minecraft , you might have to use GameGuru smooth after the conversion to remove patterns.

Use: saverawheightmap("terrainraw.raw","m.dat",0.18) , to convert a raw 16 bit heightmap this will give the best result. 0.18 = scale factor.
If you use Unity to generate the 16bit raw height map you should use these settings:


Why to allow you to quickly get a terrain into GameGuru, design your level, and get it right back into GG Loader

Quickly make advanced terrains:


Here is a video about how to use it:




Also added 3 terrains (levels) you can use for whatever you want, they are already converted. Just rename to .fpm and copy to your GameGuru mapbank.

creater1.zip: a large creater. hope your not afraid of heights.
terrain1.zip: a random terrain.
island1.zip: is the one from the video.

Download now from www.daily3d.com
http://www.daily3d.com/gg-loader-1-20-released
best regards Preben Eriksen,

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