Product Chat / GameGuru MAX Live - Broadcast #21 Answers

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LeeBamber
TGC Lead Developer
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Location: England
Posted: 25th Nov 2020 16:52 Edited at: 25th Nov 2020 16:54
Hi All,

For those of you who missed the live broadcast this time, you can find it recorded on our YouTube channel here:


I am also happy to answer all the questions you posted live below:

Q> Will there be something like a custom hud editor or weapon creator?
A> We will have editable title pages, in-game menus, etc but there are no designs laid out for customising the in-game HUD panels at the moment, but I will suggest it to the internal team. There are no plans for a weapon creator, and instead we will provide a manual and some templates to show you how to create weapons and get them working in GameGuru MAX.

Q> Any updates on decals?
A> No new information on decals, but the traditional use of decals will likely give way a lot to the new particle object which will be a cool feature of GameGuru MAX, and of course you can create your own particle effects with the Particle Editor DLC we will provide.

Q> Will the skybox be animated?
A> There skyboxes will not animate, they are designed to be fixed cube maps of a static sky. For animated and lifelike skies, you would tick the Simulate Sky option and control how the sky is generated through settings.

Q> Max does not handle multi-GGmax picks a texture randomly and paints the object with that texture, ignoring the other two textures. The question is will this bug be fixed in the next release?
A> I cannot confirm if this fix will be in the next build but I would suggest unlikely. We are focusing on the UI and the new deployment of updates, and still working on our new process for handling and prioritizing bugs. Once we have that up and running, I will have a much better idea where your bug lies in the scheme of things and better anticipate when it will be fixed.

Q> Classic entities that were exported with coordinates half above ground and half below ground, would keep those coordinates max has broken that can we have that back or overwrite default?
A> We have a new system being designed now which handles object placement and manipulation in different ways, and this may already be solved for a future build. I do understand the need that some assets created depend on some part of them being below the ground placement Y position, and we will look at this when we test the new object placement system.

Q> Max creates its own surface map ignoring my own surface map, do you think to change this behavior?
A> This sounds like a bug, as the required behavior is that GameGuru MAX will only create a new _surface.dds texture file if there is not already one there to use. Thus preserving any surface textures that are provided with an object asset.

Q> There will be a demo after release so you could try before you buy?
A> Yes indeed, there will be a free demo of GameGuru MAX on or shortly after release so you can try before you buy.

Q> Has there been any beta 3 bugs fixes, there have been some complaints that TGC hasn't fixed any bugs and only focused on the UI, would be helpful to clear things up?
A> The plan is to focus on the UI and design aspects of the software before diving deep into bug fixing. Some of the bugs may relate to systems we are changing fundamentally and would be a wasted fix if the whole function was thrown out. Once we have finished the design phase of the whole software, we will know which bugs to act on and the priority to do them in.

Q> How will the weapons work for VR also great job on the UI and graphics?
A> Unlike traditional Monitor+Mouse weapon functionality, the weapon will be attached to the VR controller, meaning you will need to aim as though you are holding a real gun. Other buttons on the controller will replace dependence on keyboard or mouse usage so you can be fully emersed in the game experience.

Q> Will gg max have a particle editor?
A> We will provide some comon particle types for you such as sparks, smoke and explosions, and simple ways to adjust those particles, but if you wanted to create a particle completely from scratch you can use the Particle Editor DLC that has been created by a third party, and the particles would be compatible with GameGuru MAX and also with our sister product, AppGameKit Studio.

Q> I might have missed that, but does the Skybox I bought for classic work in MAX?
A> If you manually copy over your skybox folders, you will be able to discover them and add them to your short list so you can apply them to the level you make in GameGuru MAX, no problems.

Q> ​I have a question how to create the game files?
A> There is no need to create individual game files with GameGuru MAX, you can use the Intuitive UI to create your game visually and then when you are ready, export the game as a standalone executable to share with your friends. You can also publish and sell what you make with no strings attached, just make sure the assets you use are from TGC or that you have the right to use them.

Q> Is there any reason why the bugs have to be reported on the forum instead of GIT?, I think it would be easier for you guys to follow the progress and users also?
A> We are planning to officially move all bug reporting to the GITHUB Issues Board. You can already do this right now by using the MAX label when reporting a bug you find in one of the dev builds but it would be helpful if you specify which build you found the bug in.

Q> Do you have a planned code freeze (new features/refactoring) so you guys can started stabilize GG max and also for content creators test there scripts, models, etc?
A> When we have finished the design phase, the next phase is to complete the initial coding of the design decisions. Once we have that initial version (which you will be able to access as a pre-order user), development iteration begins to make sure what we decided works sufficiently to make the game types we want to focus on. It is not recommended you use GameGuru MAX to create any game projects at this stage, it is best to wait until we give the green light for serious asset creation for your future MAX project.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

Monkey Frog
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Posted: 25th Nov 2020 17:30
It was great to see this live update! Thank you. Everything is looking very promising.

Question - for the advanced properties - I didn't see SSAO in the UI, but I might have missed it. Will MAX have SSAO and will we be able to control it via Advanced properties.

Thanks.
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science boy
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Posted: 25th Nov 2020 22:54
Lovely news on the night and day feature and other world efx like river flow. This is what is going to make the maxx a cut above the others. as you are creating the world environment with the ui. And doing it all right too particles clouds good water weather vegetation. These touches will make the product fantastic. With the rpg dlc this is my perfect engine
an unquenchable thirst for knowledge of game creation!!!
3com
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Posted: 25th Nov 2020 23:05
These sky settings are looking good, the daytimer looks promising, especially when Lee can expose all these settings via LUA.
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OldFlak
GameGuru TGC Backer
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Location: Tasmania Australia
Posted: 25th Nov 2020 23:13
Looking good.
The day\night weather cycles look great, but not really sold on wicked's clouds - not realistic imo - don't look any better than a standard render from one of Bryce template skies, except that it is moving.

But we still have skyboxes to fall back on. Was hoping they would not be required for planetside levels - but can't have everything I guess.

Water is looking a lot better too!

OldFlak....
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aka Reliquia
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MooKai
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Posted: 25th Nov 2020 23:15
"but there are no designs laid out for customising the in-game HUD panels at the moment"
That would be nice to have, an easy way to edit the ingame HUD, that not all games (HUDs) look the same in the end.
Also to set the position of the HUD elements freely on the screen would be good.
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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GubbyBlips
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Posted: 26th Nov 2020 01:14 Edited at: 26th Nov 2020 01:16
The weather is great, but don't you think there should be weather zones?
So what are these UI settings linked to-- the entire map level? ehmmm...

The GGC zone system (trigger zones) seem to work (the boundaries check)
seems to work quite well, so this would be a viable technique to make weather
appear where it's wanted, + changing weather, and disappear indoors-
am I right?
((No need to eliminate what you are showing us in this video!!))- just link settings
to multiple zones.

So this idea for weather is like I presented for placing grass in the maps;
a cancel zone (I actually proposed making the objects footprints delete
any and all grass underneath it, so it does not grow in your homes or schools!!
This would be probably in 'properties' of the entity.
(selectable by tick- mark) if you DO want grass in YOUR reform school...

So how about a "cancel zone" that can be set to cancel out weather, cancel out
grass, and .... other stuff-- like sounds. Outside sounds will be muffled indoors/
vice versa. But weather should have zones.
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Cobbs
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Posted: 26th Nov 2020 14:55
Great to see work done on the UI. Looks fantastic Lee. Can't wait for the functionality/gameplay/feature update videos.
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Honkeyboy
3D Media Maker
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Location: Doesnt know half the time ;)
Posted: 26th Nov 2020 23:14 Edited at: 26th Nov 2020 23:17
lol @ Lee love that m8 "oh i have a holiday where shall i go" "erm nowhere we're locked down" "god dammit!!!!!!" right off to play conan or sommat! (lock himself into his mancave!) Bless you m8 good work btw looks sweet, hopefully you can tweak the bejeezus out of it for abit lower end systems to increase the fanbase.
P.S does work on my radeon r5 2gb just still a little slow ATM:/ (best card i can fit into the usff)
Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
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and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
Avenging Eagle
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Location: UK
Posted: 27th Nov 2020 23:33 Edited at: 27th Nov 2020 23:34
A small feature request if possible; as a 24 cycle can only be used with a dynamic sky, can ticking 24 cycle automatically enable the dynamic sky? Seems silly to separate that over two buttons.

Unless...

...the LUA command SetSkyTo(str) makes its way into MAX, in which it would be beyond amazing to have a shader capable of fading/transition between several static skyboxes. This test of swapping skyboxes looks OK but is let down by the fact you clearly see the switch happening suddenly. A gradual fade would be awesome if possible.



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GubbyBlips
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Posted: 28th Nov 2020 02:35
@Avenging Eagle
What about using the lighting controls ((lua linked sliders in test game))...
to brighten and dim the sky? I haven't actually done much with that,
but sounds like a good little project to fiddle with.
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Avenging Eagle
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Posted: 28th Nov 2020 09:47
AFAIK, the lighting controls only affect the world, not the skybox. Besides, there's no way you'd be able to replicate the range of colour graduations you get in a standard day.

The surface colour sliders are one my least favourite tools in Game Guru Classic. They are the only way to change the colour of the light coming from the sun, but they affect how every light in the world affects the environment. If you want to have a blue sun outside (for whatever reason), you can't then have a white light inside. It makes so much more sense to just have a colour picker for the sun light, independent of all other lights.

Ambience colour sliders make sense, just not surface colour sliders.

AE
GubbyBlips
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Posted: 28th Nov 2020 16:26
Yeah, though GGlua can make a basic lighting scenario it certainly doesn't effect
the skybox. A rgb controller for adjusting the skybox would be nice in scripts...

"there's no way you'd be able to replicate the range of colour graduations you get in a standard day."

Perhaps. I had to quit my short experiments yesterday, so let me see how
it goes with further testing...
Doesn't PBR support real life color reflection, and maybe filtering?
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