Product Chat / Donation System For Freelancers

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Duchenkuke
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Posted: 21st May 2018 13:48
Quote: "Im in for a donation specifically for this if others are willing "


Oh, same goes for me. I would happily donate for something like this !

And I am sure others would do too, if this word gets spreaded!
GraPhiX
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Posted: 21st May 2018 14:17
goes without saying but I think it depends on what Lee thinks and what the actual cost would be but yes I'm a +1
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tdreisinger
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Posted: 21st May 2018 16:34
I'm in +1
Timothy D. Reisinger
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Posted: 22nd May 2018 10:16
There are still a lot of bugs
101 bugs are open and it is not known when they will be fixed
The gg function is still not good
Then you're going to do other things !!!
Please, first, prove good gg performance.
And fix the bugs.
Then go looking for other development

Thank you
amir
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Posted: 22nd May 2018 10:38
Quote: "101 bugs are open and it is not known when they will be fixed"

Yes but a new Lightmapper could actually eliminate a nice chunk of those bugs
A ready made one probably wouldn't take that long to implement either
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GraPhiX
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Posted: 22nd May 2018 12:55
Quote: "101 bugs are open and it is not known when they will be fixed"


I think if you look at GitHub these are not all issues most of them are enhancement requests and Lee works on them almost daily my mailbox gets spammed something chronic LOL.

But has Synchromesh has pointed out if we are lucky enough for Lee to be able to use Enlighten a lot of the issues will be crossed off.

The main issue now is Costs of a third party SDK against time/cost of in house development I would imagine Enlighten is a six figure package may not be a viable option for GG I am sure Lee is looking at something and beating his head against a few walls
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GraPhiX
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Posted: 22nd May 2018 13:19
This guy is talented http://www.humus.name/index.php?page=3D his take on lightmapping is quite good
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LeeBamber
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Posted: 22nd May 2018 13:36
@GraPhiX : I could not find a link to the lightmapper SDK, looks like a complete global illumination solution rather than a lightmapper. Do they have a lightmapper, or are we really looking to replace the entire lighting model in GameGuru with the GI from Enlighten here?
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GraPhiX
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Posted: 22nd May 2018 13:58 Edited at: 22nd May 2018 14:09
Hi Lee
It is a FULL GI package as far as my understanding I have not contacted them but it is available as a stand-alone SDK which would have to be intergrated somehow into GG, it maybe possible to use just the light mapping libraries but I am guessing here, send them an email see what options are available

I know we don't like comparisons here between the 'other' engines but I do believe lightmapping of this quality would put GameGuru right up there with the 'others' we have some great level designers in our community with this kind of lightmapping they would most definitely put GameGuru on the radar as it were, I would love to see a video of a GG level using this GI

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LeeBamber
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Posted: 23rd May 2018 12:43
I have contacted the company behind Enlighten, and we shall see what they say about our proposal to integrate this technology into GameGuru. At the end of the contact form they offered three price bands (under $1M, $1M-$3M and over $3M) so I would not get your hopes up just yet
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Earthling45
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Posted: 23rd May 2018 12:55
This does look good but i wonder if it is a viable or even preferable option since GG already has a lightmapper.
Maybe we should temper our expectations a bit here, we can't expect GG to be right up there with UE and Unity.
First because of the small dev team, second, the small price which makes game making quite accessible and fun for many.
If you ask me, that should be the primary aim for GG.

synchromesh
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Posted: 23rd May 2018 15:04
At those prices I cant even see it being a worthwhile investment at this time..
Unless GG is making Millions which I doubt .
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GraPhiX
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Posted: 23rd May 2018 15:27
Quote: "At those prices I cant even see it being a worthwhile investment at this time"


that's not the prices, they are asking for the approx. annual turnover of GG ie under 1M, between 1-3M and over 3M depending on GG's turnover will depend on license cost or partnership value
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synchromesh
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Posted: 23rd May 2018 15:31 Edited at: 23rd May 2018 15:32
Quote: "that's not the prices, they are asking for the approx. annual turnover of GG ie under 1M, between 1-3M and over 3M depending on GG's turnover will depend on license cost or partnership value"


Whoops my mistake …
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AmenMoses
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Posted: 23rd May 2018 18:44
No £25 option?
Been there, done that, got all the T-Shirts!
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Posted: 23rd May 2018 19:26
Sorry to say this, but i just wish we can Finnish what we have started before we go on to things like a new Lightmapper , at the end of the day the Ai is still shooting thru walls and are still partly invisible when it comes to certain entities added just the other day with the GameGuru Mega Pack 3 DLC Update. i wish i could donate some money , then it would go straight to fix the AI once and for all and then the the pbr system. since i have join more than a year ago, there were always talk and promises to fix the Ai , now one year later we still haven't got a good working AI system / script.

Sorry for the complain, but im not very happy at this stage right now. im stuck with my W.I.P due to the fact that the Ai and the new PBR make a lot of trouble for me.
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synchromesh
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Posted: 23rd May 2018 19:29
Quote: "No £25 option?"

Yep !! For that you get an Xmas card this year
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synchromesh
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Posted: 23rd May 2018 19:33
Quote: "Sorry to say this, but i just wish we can Finnish what we have started before we go on to things like a new Lightmapper , "

This has nothing to do with normal schedules ..
This is the " Donation System For Freelancers " thread

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 23rd May 2018 19:50
Quote: "This has nothing to do with normal schedules ..
This is the " Donation System For Freelancers " thread "


My bad sorry.

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SHAHIN3D
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Posted: 23rd May 2018 20:05 Edited at: 23rd May 2018 20:18
Mr. Lee is very good
Do this
When you discussed the FBX import and the PBR and DirectX 11 rendering
The GG software has been greatly improved and not comparable to previous versions
I do not know anything about customers and GG sales

If GG customers are low
Perhaps this is because:
The output of good games is still low
There are still a lot of bugs
There are also no settings for the Save Standalone output
GG wants the Save Standalone configuration
* The name of the game
* Save location
* Game Platform
* Game icons
* And other explanations
To be absorbed by companies and customers

But make lightmapper work for better rendering (company behind Enlighten)
Many customers want to build and sell GG games
If the excellent rendering and output of the game work fine, I think the number of customers will be very high
I created a game with version 2018.04.23 - DirectX 11 & PBR
I used the cartoons and Easter packs
And I used Maya 2017 and Photoshop to import new objects and characters
Then finally Save Standalone
I used ResourceHacker to change the icons and descriptions
Now I want to publish and sell the game
But there are two problems
1) Game Guru name is still visible in Windows menus and windows. Issues232
2- Transparent texture character expressions. Issues206

GG team can also profit from game sales generated by GG to earn good money
And with game designers and companies perform financial transactions

Good luck


amir

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synchromesh
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Posted: 23rd May 2018 20:42
@SHAHIN3D
Again this thread has nothing to do with current development or issues.
This is the " Donation System For Freelancers " thread for additional freelance work which we are discussing
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GraPhiX
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Posted: 23rd May 2018 20:52 Edited at: 23rd May 2018 21:34
@SHAHIN3D as synchromesh as clearly stated this thread is about the donation system, and for anyone else whom thinks that what I posted was a request -- Lee asked for any information on any third party lightmapping software (middleware) that could be incorporated into GameGuru all I did was pass on information about a GI software package that I knew of and seen demos of, I have NOT asked for any coding or for Lee to stop what he is working on all I have done is 'ENLIGHTEN' ( see what I did there ) the community and Lee to the software package I have heard of and have had the chance to play with

in fact if you load up Unreal or Unity5 you too can play with it, Lights and GI is what makes the difference in any game it does not matter what the engine is or even if the models are poor if you have lighting like this it is an immediate WOW factor indoor levels and outdoor levels.

I am sorry to post this it is not a unity this gg that its just a showcase of what enlighten can do this Game is the AAA title that was talked about in the video I posted above, please also note that 80% of the lighting in this are just emissive maps

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Posted: 24th May 2018 01:57
Wow what a discussion. I think every one is getting carried away with the light mapping discussion.
Yes, including you Lee. In my opinion the light mapper is functioning correctly the problem is with
the models that do not have the correct normals/ smoothing groups. Throwing bad models at the light mapper
will give bad results. I recently posted about this with the Mega pack 3 PBR update. The models do not have correct
normals/smoothing groups and it even makes the real time lighting and shadows look awful never mind the light mapper.
In my opinion with out a strict criteria for assests (especially the PBR ones) GG will be blamed for awful results.
Models are not really using the PBR shaders to produce the best results if they are lacking basic modeling practices.
Also just creating new PBR textures from old badly UV mapped models really does not cut it. To stay on topic as noted above that
this is about the Free lance donation system I would like the community to know that since the donation system has done so poorly
I will not be sticking around as a Freelance Contributor. Good Luck GG community.
The coffee is lovely dark and deep,and I have code to write before I sleep.
LeeBamber
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Posted: 24th May 2018 11:34
I got a reply back from the Enlighten guys, who actually knew about GameGuru for quite some time (nice). To move on the integration of the Enlighten GI system, the donation system would have to have a pot that exceeds a seven-figure value, so I don't think we're likely to be able to use that technology right now. There was another link that discussed cluster based lightmapping which allows a huge number of lights in a scene, that all cast shadows and reduces processing time on scene lighting to the radial influence of those lights. It's a trick that's been around for many years, but it would allow some more dramatic lighting in your scenes and it looks like the author is pretty happy to share code. If anyone can get a contact email or link for "http://www.humus.name" I can chase the guy. I did some research and he's currently working for Epic Games, so might be a conflict of interest to grant permission to use the code commercially, but always worth asking. If the reply is yes, then I think our donations pot could be stretched to start something along these lines!
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GraPhiX
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Posted: 24th May 2018 11:46 Edited at: 24th May 2018 11:49
a Seven Figure value care to share the actual cost ?

I will do some more research see what else I can find in the mean time I will see if I can get hold of that guy

and thank you Lee for looking into this
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GraPhiX
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Posted: 24th May 2018 12:35
Uhhgg the only way to get into contact with Emil Persson (_Humus_) is through twitter, I don't have an account (nor do I want one) anyone here use twitter? who can contact this guy https://twitter.com/_Humus_
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Posted: 24th May 2018 15:11
Permission granted
Timothy D. Reisinger

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GraPhiX
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Posted: 24th May 2018 15:19
@tdreisinger thank you for doing this
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synchromesh
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Posted: 24th May 2018 16:27 Edited at: 24th May 2018 16:27
Quote: "Permission granted "

This could be big
Nice one tdreisinger
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synchromesh
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Posted: 24th May 2018 16:39 Edited at: 24th May 2018 16:40
Quote: "I will not be sticking around as a Freelance Contributor. Good Luck GG community."

Just as things were getting interesting as well
Good luck in whatever you do next ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Belidos
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Posted: 24th May 2018 17:31 Edited at: 24th May 2018 17:32
Wheres the donation banner? The donation banner seems to have disappeared, i know i don't like banners, but we need to have at least something visible to donate via, can't find a button, can't give my money!

Edit: Scrub that, it's still there, but seems to be "removed" when you click the "i've seen this" link on the news banner, and after a cache clear it's back.

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Posted: 24th May 2018 17:32
The day gets even better

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Tarkus1971
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Posted: 24th May 2018 17:37
@tdreisinger - nice find, this could be the next big big step up for GameGuru. Great investigation work.
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GraPhiX
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Posted: 24th May 2018 20:07
Quote: "@tdreisinger - nice find"


hmmmph
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Posted: 24th May 2018 20:12
Lee and GraPhiX did the finding ... I just reached out with what knowledge they shared with me
Timothy D. Reisinger
synchromesh
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Posted: 24th May 2018 20:20
Quote: "Lee and GraPhiX did the finding ... I just reached out with what knowledge they shared with me "


Quote: "Nice one tdreisinger"

I realised that … I was referring to your successful contact

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tdreisinger
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Posted: 24th May 2018 20:24
It's all Tarkus1971's fault!!!
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GraPhiX
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Posted: 24th May 2018 20:28
LOL its fine I am waiting to get hold of the Source Code as soon as I have it I will pass it on
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Tarkus1971
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Posted: 24th May 2018 20:29
ooops sorry graphix and lee
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Posted: 24th May 2018 23:39 Edited at: 24th May 2018 23:46
Well this is awesome news

___________


Quote: "In my opinion the light mapper is functioning correctly the problem is with
the models that do not have the correct normals/ smoothing groups."

Wish I had more idea how to do that stuff - most of my models are destroyed by the light-mapper even if they have no smoothing at all

Care to share some info on correct methods for those things - please....

Reliquia....
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GraPhiX
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Posted: 29th May 2018 14:25
Source code emailed to Lee this morning albeit it seems like it is just a demo
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Posted: 29th May 2018 15:16 Edited at: 29th May 2018 15:19
Just in case Lee reads this thread:

Over on Discord and Bod's thread in the free models forum is a video of the latest progress on the drivable truck script.

Still a few improvements to be made but what would really be nice would be a few more models to test it with as I'd like to make it as generic as possible.

Bod's vehicles are not only really good looking models, and free , but are also a good example to anyone else who wants to make similar drivable models. For example putting the camera inside the model works really well as there are details like the dash and the windows work quite well.

All that is needed to do this from the modelling perspective is a chassis/body without wheels, a road wheel model and a steering wheel model. All three can share the same texture.

Possible improvements in future could be separate door models for example or more road wheels, I did that 8 wheeled sci-fi thing from Honkey Boy if anyone remembers that, but the basic script should pretty much handle any four wheeled vehicle which steers from the front for now.

I did get an email from Lee but I'm currently using a rather poor wifi connection at a caravan park and for some reason I can't use my usual email on it only internet.

btw, this script does not rely on any new functions in GG, it's all done with the existing engine but I have several ideas on how to improve things like the sound by adding some new Lua commands (a PositionGlobalSound command for example).
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LeeBamber
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Posted: 30th May 2018 15:39
@AmenMoses : Understood, I will wait for your email as I would like to discuss adding support for vehicle physics as a possible bounty from the donations pot. I can imagine users having a lot of fun if the next update to GameGuru had a few stock vehicles to drive around in
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

AmenMoses
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Posted: 30th May 2018 17:41 Edited at: 30th May 2018 19:16
I'm going round the bend at the moment with the truck script I'm creating, I have the steering sorted out in FP and TP modes, have ok sounds, including start/stop/accelerate and up and down gears and reasonably smooth motion. What's driving me up the wall is collision detection, I'm trying to make it so that when I detect a collision with the terrain, like a cliff face, the vehicle just stops dead. Same for a building or other 'static' entity but if it detects a 'soft body' like a zombie or soldier it will zero that entities health and simply slow the vehicle down a bit. (trying to run over zombies in other words )

Needless to say it isn't working the way I want it to at the moment but I'll figure it out eventually.

I'll email you next week about the other stuff you mentioned but my take on the physics side is that for the time being it will be easier to 'fake' it for vehicles (like my present script) until we get everyone up to speed with the physics changes I've already put in the engine (and teaching people how to use the physlib module). I'd like to leave any more complex physics changes until after we've sorted out things like particles because we need to make sure they play nice with physics as well.

What really need to happen in the short term is for FPE files to be modified for the existing entities to allow the physics engine to do it's magic, simply changing cylindrical (barrels for example) and spherical shaped entities to use collision modes 2 & 3 makes a huge impact in the game, stuff rolls around properly! (oh and the documentation needs to change to reflect the fact that those collision shapes are no longer 'legacy')

One last thing, can we maybe have a dedicated 'Physics' forum?

Edited to add that I've just successfully run over some zombies! Unfortunately the truck came to a standstill whilst doing so which sort of spoils the effect, but at least they died which is progress!
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Preben
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Posted: 17th Jun 2018 07:21
@All
Perhaps it just me but i did not realize that Lee is updating the first post in this thread with open and closed projects that has been done from the donation system. check it out:
https://forum.game-guru.com/thread/219447#msg2597539

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Defy
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Posted: 18th Jun 2018 23:56 Edited at: 20th Jun 2018 15:55
Thanks Preben for heads up, and well deserved. Missed this thread.

@Lee, Sent email on your thoughts with AI direction I'm working on. As this is not the place to ask, however does concern AI.
May I ask, in latest release was anything changed to solid Ebe structures and how they are handled in game, or may conjoin with the addition to the Stock combatcore code? I am seeing slight differences with Ebe and custom modules from the latest and april version I believe.
Anyway, I'm not on GitHub, will drop by and check it out one day. All the best with the progression also, looking good.
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GraPhiX
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Posted: 25th Jun 2018 10:15 Edited at: 25th Jun 2018 10:16
Anoyne whom Donates at least $10.00 to GameGuru From 25/06/2018 up to the end of July can claim my 'All Models Pack' for free just send me a Proof of donation via a PM and I will send you a Store voucher for the pack
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Posted: 25th Jun 2018 12:08 Edited at: 25th Jun 2018 12:09
Quote: "Anoyne whom Donates at least $10.00 to GameGuru From 25/06/2018 up to the end of July can claim my 'All Models Pack' for free just send me a Proof of donation via a PM and I will send you a Store voucher for the pack "

Wow !! Excellent !!
You can count me in for that …. Proof coming very soon
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Earthling45
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Posted: 26th Jun 2018 23:07
We'll i'm unable to donate but i can support in another way, hence i've purchased both latest model packs and i will purchase the whole AGK package somewhere in November.
LeeBamber
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Posted: 27th Jun 2018 09:24
Thanks for your support, always appreciated! If you would like to see what your donations have purchased so far, you can check out the first post in this thread which I edit as new projects are conceived and projects are completed. At the moment Preben is blazing a trail through them and doing sterling work, but any capable freelancer is welcome to apply directly to me at lee@thegamecreators.com if you see enough funds in a pot and have an idea around that category. The more developers we have chipping away, the faster GameGuru evolves
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

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