Product Chat / GameGuru Heavily Underrated

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Nevin
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Joined: 19th May 2015
Location: U.S.A
Posted: 27th Mar 2019 09:51 Edited at: 27th Mar 2019 10:12
I have been using GG for years. Made 3 games myself that are on Steam.

My first game makethatmoney I tried vary hard to make a decent game. It was okay, could have been better if I knew what I know now.
My second game stockup is not that good, do to the bugs in the game and it being to boring.
My third was more of a test on myself to see if I could make a game were the player uses a mouse.

I have always thought gameguru was lacking because of it missing a 'basic' feature.

But now that im working on my forth game. Putting everything I know and learning more as I aim higher. It seems ( looking back ), that it was more my own fault. I could go on about me wanting gameguru to have a 'basic' inventory system or more models. But I know how to make these now because of gameguru not having it ( also people like smallg, belidos, wolf, piratemyke, synchromesh, and lee ). Even though sometimes I/we get frustrated with coding or models. Is it really gamegurus fault that you don't know how to improve the performance of your game, code your own inventory system, and/or rig your own characters?

I just want to say that im happy with gameguru. I hope to see more features in the future.
Pirate Myke
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Location: El Dorado, California
Posted: 27th Mar 2019 13:36
Thank you.
There is a learning curve to this. Look at the credits in any game, You see a list of specialists, Very good in their craft.

Here we are only one person working on our project, doing many hats. So it takes a long time and patience, and trial and error.

Glad to see you are gaining new skills.
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Nevin
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Joined: 19th May 2015
Location: U.S.A
Posted: 27th Mar 2019 19:00
It helps to have a place to ask for help!

About to make a help me post now.
Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 27th Mar 2019 20:13 Edited at: 27th Mar 2019 20:20
Here's the thing about Game Guru; it markets itself as an engine for people who don't want to code, yet to customise anything beyond the most basic attributes, you will need to learn at least some LUA scripting knowledge. It comes with a vast array of DLC packs and access to a big store full of assets, but most of them aren't optimised and if you use them your game will be (unfairly, IMHO) judged as an asset flip.

I write negative things about Game Guru a lot on here, and sometimes I feel like I'm judging GG too harshly by pointing out its shortcomings and glacial pace of development. I mean, if it was really that bad, I'd have left years ago and not persevered with my game wouldn't I?. The truth is, I love the core concept behind Game Guru and it remains totally addictive, and it's very good at rapid prototyping. But what causes my frustration with it is the thought of how good it could be if it were developed further, if those bugs were fixed, if those long-mooted features were finally implemented and implemented well. I'm not expecting a rival to Unity in either graphical fidelity or functionality, just a fully-customisable, decent-looking, smooth-running engine to mess about in.

I agree that Game Guru gets too much of a bad rep, especially on Steam. But I also think thanking Game Guru for forcing you to learn how to code and model kinda misses the point. It's a bit like thanking a car you bought with flat tyres for making you better at car control in the long run; it's still a faulty car, it's still not supposed to have flat tyres. To me, the fact you've made three games and are on game number four is a testament to your own perseverance and motivation as a developer than it is to the engine itself.

But I certainly agree with you that I can't wait to see improvements and new features added to Game Guru.

AE
Flatlander
GameGuru Master
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 28th Mar 2019 02:34 Edited at: 28th Mar 2019 02:36
Avenging Eagle wrote: ". . . glacial pace of development."


You are "right on" with that. The real issue I have with GG is how it just drags along, moving slowly as a single developer continues to be a drag on its development. Think of "bit off more than one can chew."

BTW, AE, that is a great demo. I'm really intrigued and impressed with the animation and how you draw the player into the game. The player becomes a part of the environment.
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Tarkus1971
Audio Media Maker
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Joined: 24th Feb 2015
Location: England, UK
Posted: 28th Mar 2019 10:15
I agree that the slow pace of development is a holding back GG, but Lee is doing great job so and having to learn lua is not that difficult, I used Blitz Basic on the Amiga and PC, and it is not that much different.

I find its best to read through some of the stock scripts and see how things work, read the global.lua file to get lots of info on syntax and just experiment. A lot can be done with GG and a little Lua code, but if you need something unique to your gme you will have to write code yourself.

Keep the code short as you can and comment it as you write it, makes it easier to work out what the heck that piece of code does months down the line.

Sprite handling was a great addition to GG, DirectX 11as well, and now with many regulars here helping out with different things, assets,DLC's and lua libraries (AmenMoses's pickup stuff is great) things will grow, albeit slowly.

Of course some bugs still exist but they ARE getting less and less.
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GubbyBlips
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Posted: 28th Mar 2019 19:27
I'm not dissing on GG per say, because I was just thinking the same thing
as Nevin above, GG along with the forums are a fair show.
It's a pretty decent First Person Shooter maker!

And I'm happy to have begun to tread into the LUA realm,
(QBasic in DOS was really fun-- Tarkus1971!)
But there are a few things that are (it seems to this noob)
to not be possible yet with scripts because it's not built into the engine.

Example; I would be ULTRA happy if the camera controls for (my particular)
Swimming Script would be possible in the engine. Hehe. Oh well. It's out there probably.
Also, today I am trying to get collision of moving objects against player to work--
will the object push the player or carry the player (using built in bullet engine?!?)
I should ask the experts... I could go on about the features that would drive it
up very well (THIRD person enhancements!), etc, but for the basics, it's there.

I think there is a "work-around" for many complaints. If you get enough time and
concentration to work it out. But YEAH, as long as developers keep at it,
GG will eventually be up there with the others.
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Pirate Myke
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Location: El Dorado, California
Posted: 28th Mar 2019 19:52 Edited at: 28th Mar 2019 19:53
If you skin one bone to any object, then you can use the character collision mode of 21.
// 21 ; player repel feature (for characters and other beasts/zombies)
Then setup the FPE file like one of the characters.
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Blacknyt46
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Joined: 29th Feb 2016
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Posted: 30th Mar 2019 04:49
[If you skin one bone to any object, then you can use the character collision mode of 21.]
Pirate Myke, Can you please show me(us) how that's done? If it's not to much trouble. A video would be great or more explanation. Thanks Bud
Jim C
OldFlak
GameGuru TGC Backer
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Location: Tasmania Australia
Posted: 30th Mar 2019 08:07
Yeah, agree to whats said thus far to a point - the potential is there.

But dev of GG is just way too slow - yes Lee does a great job given he can't be cloned, but most improvements are coming from the third-party input.

There are bugs that have been lurking for ages, and surely should have been sorted by now. The silence around the development of GG on the official side is deafening - and when you get news of yet another software getting attention it just plain ticks you off.

I know TGC have to make money, and I know as soon as we start saying 'what's happening' we get the 'here we go again with complaints' syndrome.

But it is what it is, just saying what I am sure many are thinking....

Reliquia....


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Argent Arts
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Posted: 30th Mar 2019 09:40
I like the potential of GG and I think a lot could be done with it (game development-wise) by indie game developers. But my main problem with it is the very non-standard editor. GG is for 3D games. 3D normally requires you to work in various views - perspective and isometric, top/bottom, front/back, left/right, and to sometimes have more than one view open at a time, if needed. In GG, we have this one perspective view and that's it. It makes it difficult for precise placement and to get around a decent sized level. You also have non-conventional snapping that cannot be customized by the end-user. So, you have to build to GG's grid, forced to work GG's way. And, as others have pointed out in other threads, there is so much you have to do outside the editor just to get things to work. A lot of that work is in scripts and files that are not really talked about in the documentation. You have to search the forum and on the internet to discover this way of working. It's sort of like GG has all this potential, but wants to hide it all away by making that potential inaccessible to the average user ... which is strange for an "easy" game creator.
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Pirate Myke
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Posted: 30th Mar 2019 12:17
@Blacknyt46:
You would need to use a model program that can export and x file or a FBX file.
Which program do you have?

Make a bone at 0,0,0 in 3d space, Dont have to be long, just exists.
The object needs to be at the 0,0,0 position in 3d space also.

In 3ds max, you then choose the object, add the skin modifier, Assign the bone to it.

Select the bone and the object and export it out as x file preferred. With one animation frame.

In the FPE file Add this or change the settings to match below: (Assign your script also.)

defaultstatic = 0
materialindex = The index number of the type of material the object is
collisionmode = 21
isimmobile = 0

;visualinfo

textured = Your Texture
effect = effectbank\reloaded\character_basic.fx
castshadow = 0

;identity details
strength = 200
ischaracter = 1
hasweapon =
isobjective = 0
cantakeweapon = 0


;animationinfo
playanimineditor = 1
animmax = 1
anim0 = 1,1

Save the FPE file and test in Game Guru
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