V1.00.28 Coming Soon!

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Hello and welcome to the latest GameGuru weekly news.

V1.00.28 has taken a couple of days longer than expected but you’ll be pleased to know that we are on schedule for a launch on Friday, and we’re sure you’ll agree that it will be worth the wait. We’ve taken the opportunity to tweak a lot of existing features as well as add in some new ones – including putting the final touches to a decal system which we’re sure users will take great advantage of very soon.

decals

You can read about this and the many other fixes and improvements a little later in this news bulletin.

Competition Reminder

Don’t forget that this month we are running not one, but two level design competitions and there are only a couple more days to get your entries in.

You can find details of our The Great Outdoors Competition here and our Co-op Level Design Competition here.

We’ve already had a lot of maps and as always, we expect it to be a fun and difficult decision doing the judging. We are looking forward to playing the maps and judging what we’re sure will be many great entries.

GameGuru Store News

m2design

M2Design has added to his excellent selections of buildings with these huts, click the link to view all of his great media.

ratter

 

RatterCreed is offering a selection of quality camping objects.

CGY

CGY‘s has created some new sky box objects including this lovely one!

Become a Store Artist

The Game Creator Store connects creative artists and musicians with enthusiastic GameGuru game developers. Can you create game ready 3D models or themed atmospheric music for the GameGuru community?

Artist’s benefits

  • You’ll receive up to 70% of all sales revenue earned from your published assets.
  • The agreement is non-exclusive so you are free to sell your assets elsewhere.
  • Payment is made monthly via PayPal.

How do I sell my assets?

It’s easy to become a seller on the store;

  1. Sign up to become a store seller. Click here to be redirected to the seller’s sign up.
  2. Follow the easy to use guides on how to prepare your assets
  3. Upload your assets for approval
  4. Once approved, TheGameCreators will publish your assets live onto the store

 Gallery

Once again we’ve taken a look at the work in progress screenshots from our galleries and we’re very please to see user games moving forward.

CORDON 2016 by sergay cherevin

CORDON 2016 by Sergay Cherevin

steam

This unnamed screenshot from Steam user rogueci5 really reminded us of some MMO’s and really shows off how quickly GameGuru is progressing.

V1.00.28 – Read about what’s coming in the next update

You can read a selection of the latest additions below and don’t forget, you can find a complete list of all the changes in the Changelog located in the main GameGuru folder when we release the next update.

Characters

  • Many tweaks to the Zombies – animations are smoother and less fragmented / Zombie damage timings fixed for all ranges of attack
  • Added CPUANIMS field to the FPE system which forces entities to use CPU animation; CPUANIMS=0 GPU animation / CPUANIMS=1 CPU animation (for wide scope anims needing ray detection) CPUANIMS=2 Same as 1 but will hide any meshes that do not have animations
  • Fixed AI_ZOMBIEWALK.LUA to use correct low-order frame anims
  • Tweaked DOOR.LUA so need to SEE door before ‘E to open prompt’
  • Prevented AI characters from auto-activating (even unspawned)
  • Unspawned entities still processed LUA, so stopped this event

Weapons

  • Tweaked the Uzi for improved sound
  • Ensured plrreloadspeedmod defaults to 1 when absent from gunspec
  • Added player breath sounds for hold-breath zoom mode
  • Added enableplrspeedmods to SETUP.INI to activate gunspec mods
  • Changed modern day gunspecs to ensure auto reload takes place
  • Added sound frequency caps for weapon system (avoids freq. crash)
  • Added player breath sounds for hold-breath zoom mode

Media

  • Added FULLBOUNDS field to FPE to ensure wide scope anims are handled
  • You can now pass through doors in ASYLUM level and others
  • Minor updates to some non-MP sample levels
  • Any levels that used FPE SCALED entities will need manual rescaling

Editor

  • When delete entity in F9, then exit, and return, bitblob would crash
  • When press M in F9 mode, now looks at ground, not sky
  • Some keyboard map / as ], so added detection of extra code to fix
  • Can now exit software even if in F1 help and Quick Start splashes
  • Scale is now retained for FPE scaled entities in IDE and F9 mode
  • PGUP and PGDN and RETURN now work correctly in F9 mode
  • Can now handle all resolutions in 100%, 125% and 150% font sizes
  • Clicking TEST GAME from FREE FLIGHT camera mode uses correct XZ
  • When using EXTRACT and facing sky, entity no longer disappears
  • When lower start marker below terrain, does not make wireframe

Test Level

  • When lightmap a legacy level that has LMs, could corrupt geometry
  • NOTE: Some levels may need re-lightmapping with latest build
  • Lightmapping now works with FPE SCALED entities
  • Fixed issue where F9 RETURN might crash on rare occasions
  • Ensured F9 key mappings for camera up/down, brush shrink/enlarge

Additions

  • Added support for Decals
  • Created ‘decal_facing.lua’ to perform decal facing player trick
  • Created ‘decal_animate4.fx’ which will animate 4×4 decal animations
  • Special DECAL HANDLE field for FPE which allows better selection
  • Added new LOST.JPG to TITLESBANK for new Game Over screens
  • When run out of lives in Standalone Game, now get Game Over

Game Play

  • Running jumps no longer hiccup and instead perform a real jump

Multiplayer

  • In MULTIPLAYER modes, all player speed mod fields from gunspec void

 

Signing off

That’s it for this week , don’t forget Lee’s daily blog to keep up with all of the latest in GameGuru development news and we’ll be back next week with lots more exciting updates.

Thanks to you all for your amazing support and see you all soon.

The GameGuru Team