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GameGuru Classic - Lee Bamber [DEV]
The Game Creators today launched their Kickstarter campaign for MyWorld, a unique multiplayer sandbox world where game makers and game players can create, share and play games.

MyWorld will launch with RPG, Racing and Sci-Fi game genres.  With great game play, a mix of game genres and the ability to mash things up, the possibilities are endless in the MyWorld multi-game construction kit.



At the heart of MyWorld is the ability to link worlds together, construct multiple level games and adventure through them with friends. Via ‘portals’ game makers and game players can cross over into worlds created by other users and play the games they've made to be discovered. Any game level can be linked to any other level and can be easily chained together to create a unique experience.

Lee Bamber, CEO of The Game Creators said today, “Our vision was to create the World of Worlds, a universe populated by games created by MyWorld users; where you can take any world and make it your own, and with the easy to use controls build exciting new experiences to play and share with friends.  On release there will be a host of games to play through and, as the community starts to produce and share their own creations, many more will come online.”



MyWorld is built in Unity and uses the industry renowned Photon Multiplayer technology to create multiplayer sessions between players. This tech is at the centre of MyWorld and ensures users can meet up to create, play and share their MyWorld games.

Rick Vanner, Development Director of The Game Creators, said, “We have self-funded the project to date and already developed the main core game engine for MyWorld, and we have many of the game construction elements in place and working. This Kickstarter will allow us to add more resource to our development and take it to a whole new level. We are releasing on Steam in September 2017, with a mobile version available shortly after.”





Please make a pledge for this project HERE
GameGuru Classic - Lee Bamber [DEV]
The Game Creators today launched their Kickstarter campaign for MyWorld, a unique multiplayer sandbox world where game makers and game players can create, share and play games.

MyWorld will launch with RPG, Racing and Sci-Fi game genres.  With great game play, a mix of game genres and the ability to mash things up, the possibilities are endless in the MyWorld multi-game construction kit.



At the heart of MyWorld is the ability to link worlds together, construct multiple level games and adventure through them with friends. Via ‘portals’ game makers and game players can cross over into worlds created by other users and play the games they've made to be discovered. Any game level can be linked to any other level and can be easily chained together to create a unique experience.

Lee Bamber, CEO of The Game Creators said today, “Our vision was to create the World of Worlds, a universe populated by games created by MyWorld users; where you can take any world and make it your own, and with the easy to use controls build exciting new experiences to play and share with friends.  On release there will be a host of games to play through and, as the community starts to produce and share their own creations, many more will come online.”



MyWorld is built in Unity and uses the industry renowned Photon Multiplayer technology to create multiplayer sessions between players. This tech is at the centre of MyWorld and ensures users can meet up to create, play and share their MyWorld games.

Rick Vanner, Development Director of The Game Creators, said, “We have self-funded the project to date and already developed the main core game engine for MyWorld, and we have many of the game construction elements in place and working. This Kickstarter will allow us to add more resource to our development and take it to a whole new level. We are releasing on Steam in September 2017, with a mobile version available shortly after.”





Please make a pledge for this project HERE
GameGuru Classic - Lee Bamber [DEV]
What began as a simple update with a few well-meaning fixes has turned into something much more substantial with a range of core improvements to GameGuru, a full change log can be found in the official GameGuru forum thread announcing this update.



Performance and Occlusion

Some of the additions you can expect from this update include a performance improvement and smoother in-game movement and rotations, thanks to work done with the internal delta timers.  Occlusion has now been augmented with 'predictive occlusion' which anticipates camera movements and eliminates the pop-effect you might occasionally see when strafing from a covered area, and new entity properties have been added to allow per-entity control of occluders and occludees.

Sky and Shaders

You can now control which shader your in-game sky uses, and the Galaxy Seed sky now uses a new shader which allows you to see the rotating planets and awesome sky in all its glory.  The new default grass setting has been raised from medium to high to give the MMS game a better looking visual for new users.

Zombies and Sounds

New sound effects and zombie behavior script improve the ability to scare your players, and new sound slots for all entities permit much more varied sound effect control within your games, including a new property to control what happens to entity collision when they are turned to ragdolls.

Full Weapon Control

New LUA commands have been added to allow the customization of all weapon attributes from within your scripts, allowing player and weapon progress systems to be developed, so you can now start with a basic gun and add elements to your game to improve them over the course of your game, and in any way you wish.  

Legacy Terrain Generator

We have restored the random terrain generator to the legacy version that was popular prior to the C++ conversion work on the engine, so you can once more have your valleys and hills, with an improved range of the hills for even grander landscapes.

Per Entity Specular

A much-requested feature was the per-entity control of specular terms, which you can use to control the specular reflection of light on entities, with the added functionality of being able to take the modulation above 100 percent and below 0, creating some very dramatic effects if required such as super shiny surfaces to simulate metals.

In addition to the above, many small and large fixes ensure the engine continues to improve with every update, and a glowing nod from our internal beta testers means we think you will enjoy this monster update and give you a faster and better experience running up to Christmas.  Thanks for your patience for those who are waiting for the imminent Easy Building Editor, which is nearing completion and will be part of the V1.14 update coming to a GameGuru near you!
GameGuru Classic - Lee Bamber [DEV]
What began as a simple update with a few well-meaning fixes has turned into something much more substantial with a range of core improvements to GameGuru, a full change log can be found in the official GameGuru forum thread announcing this update.



Performance and Occlusion

Some of the additions you can expect from this update include a performance improvement and smoother in-game movement and rotations, thanks to work done with the internal delta timers.  Occlusion has now been augmented with 'predictive occlusion' which anticipates camera movements and eliminates the pop-effect you might occasionally see when strafing from a covered area, and new entity properties have been added to allow per-entity control of occluders and occludees.

Sky and Shaders

You can now control which shader your in-game sky uses, and the Galaxy Seed sky now uses a new shader which allows you to see the rotating planets and awesome sky in all its glory.  The new default grass setting has been raised from medium to high to give the MMS game a better looking visual for new users.

Zombies and Sounds

New sound effects and zombie behavior script improve the ability to scare your players, and new sound slots for all entities permit much more varied sound effect control within your games, including a new property to control what happens to entity collision when they are turned to ragdolls.

Full Weapon Control

New LUA commands have been added to allow the customization of all weapon attributes from within your scripts, allowing player and weapon progress systems to be developed, so you can now start with a basic gun and add elements to your game to improve them over the course of your game, and in any way you wish.  

Legacy Terrain Generator

We have restored the random terrain generator to the legacy version that was popular prior to the C++ conversion work on the engine, so you can once more have your valleys and hills, with an improved range of the hills for even grander landscapes.

Per Entity Specular

A much-requested feature was the per-entity control of specular terms, which you can use to control the specular reflection of light on entities, with the added functionality of being able to take the modulation above 100 percent and below 0, creating some very dramatic effects if required such as super shiny surfaces to simulate metals.

In addition to the above, many small and large fixes ensure the engine continues to improve with every update, and a glowing nod from our internal beta testers means we think you will enjoy this monster update and give you a faster and better experience running up to Christmas.  Thanks for your patience for those who are waiting for the imminent Easy Building Editor, which is nearing completion and will be part of the V1.14 update coming to a GameGuru near you!
Nov 29, 2016
GameGuru Classic - Lee Bamber [DEV]
Want to find out more about the next update? Well, look no further than a sneak peak preview of all the fixes and features coming to a Steam auto-update real soon with your host Lee Bamber. You can watch a recording of the live broadcast here: https://www.youtube.com/watch?v=Qa01SdlKXho
Nov 29, 2016
GameGuru Classic - Lee Bamber [DEV]
Want to find out more about the next update? Well, look no further than a sneak peak preview of all the fixes and features coming to a Steam auto-update real soon with your host Lee Bamber. You can watch a recording of the live broadcast here: https://www.youtube.com/watch?v=Qa01SdlKXho
GameGuru Classic - Lee Bamber [DEV]
Hi Fellow Game Makers,

Today we are very pleased to announce the launch of V1.132 update and most significantly, the new Expansion Pack DLC which contains over 2.8 GB of game making assets for you to enjoy. This DLC is completely free to GameGuru users and you can download it any time you like, bringing your tally of stock media to over 6000 megabytes of content.

In addition to this boon of assets, we have also made some tweaks to the GameGuru software for those who are interested in the technical side of things. Here is the change log for V1.132:

  • Fixed issue which caused 'hidelowfpswarning' in SETUP.INI to be ignored
  • Move LUA and AI processing to AFTER PHYSICS/PLR code in main loop so scripts have more up to date plr/camera values
  • Added new 'zdepth' field to entity FPE file which can disable the zdepth render order (it will draw like a HUD weapon)
  • Fixed issue of GUNSPEC 'textured' field not finding internal HUD.X model textures when it was blank (legacy medieval weapons)
  • Added 'usespotlighting' as field in GUNSPEC to control default as to whether projectile has dynamic spot lighting
  • Added 'usespotlighting=1' to Modern RPG weapon and Fantasy Staff weapon to ensure they use spot lighting
  • SCIFI PACK: Updated Buildings and Interiors with correct AI obstacle settings
  • Changed geometry for Light marker so you can better manipulate in 3D free flight mode
  • New GAMEDATA.LUA that now supports global tables (thanks to feature and bug work by that fine fellow; Rickie Allen)
  • Added extra functionality which disables auto-removal of dead characters if ALWAYS ACTIVE is YES
  • Fixed bug in LUA spawn command which confused the entity parent ID (would cause strange behaviours)
  • Fixed issue of repeated calls to SetObjectEffect internally when SetFogRed(x), etc is called (performance hit!)
  • Used setForceUpdateAllAabbs( false ) in physics engine to speed up handling of static meshes in physics scene

While you enjoy the above, we're now hard at work completing the 'Easy Building Editor' feature which will bring a new ability to construct things directly within the editor, and we look forward to revealing more of this great new feature soon.

We have also taken the opportunity to update our Steam product page with more up to date information, and some newer screenshots, to better reflect the current state of GameGuru and it's immediate development road map. Until the next update, happy game making and feel free to feedback on V1.132 through the Steam and GameGuru web forums.
GameGuru Classic - Lee Bamber [DEV]
Hi Fellow Game Makers,

Today we are very pleased to announce the launch of V1.132 update and most significantly, the new Expansion Pack DLC which contains over 2.8 GB of game making assets for you to enjoy. This DLC is completely free to GameGuru users and you can download it any time you like, bringing your tally of stock media to over 6000 megabytes of content.

In addition to this boon of assets, we have also made some tweaks to the GameGuru software for those who are interested in the technical side of things. Here is the change log for V1.132:

  • Fixed issue which caused 'hidelowfpswarning' in SETUP.INI to be ignored
  • Move LUA and AI processing to AFTER PHYSICS/PLR code in main loop so scripts have more up to date plr/camera values
  • Added new 'zdepth' field to entity FPE file which can disable the zdepth render order (it will draw like a HUD weapon)
  • Fixed issue of GUNSPEC 'textured' field not finding internal HUD.X model textures when it was blank (legacy medieval weapons)
  • Added 'usespotlighting' as field in GUNSPEC to control default as to whether projectile has dynamic spot lighting
  • Added 'usespotlighting=1' to Modern RPG weapon and Fantasy Staff weapon to ensure they use spot lighting
  • SCIFI PACK: Updated Buildings and Interiors with correct AI obstacle settings
  • Changed geometry for Light marker so you can better manipulate in 3D free flight mode
  • New GAMEDATA.LUA that now supports global tables (thanks to feature and bug work by that fine fellow; Rickie Allen)
  • Added extra functionality which disables auto-removal of dead characters if ALWAYS ACTIVE is YES
  • Fixed bug in LUA spawn command which confused the entity parent ID (would cause strange behaviours)
  • Fixed issue of repeated calls to SetObjectEffect internally when SetFogRed(x), etc is called (performance hit!)
  • Used setForceUpdateAllAabbs( false ) in physics engine to speed up handling of static meshes in physics scene

While you enjoy the above, we're now hard at work completing the 'Easy Building Editor' feature which will bring a new ability to construct things directly within the editor, and we look forward to revealing more of this great new feature soon.

We have also taken the opportunity to update our Steam product page with more up to date information, and some newer screenshots, to better reflect the current state of GameGuru and it's immediate development road map. Until the next update, happy game making and feel free to feedback on V1.132 through the Steam and GameGuru web forums.
GameGuru Classic - Lee Bamber [DEV]
We have fixed the release time of update V1.132 and the much anticipated Expansion Pack DLC (free to all GameGuru users) for 10AM PDT (5PM BST) so only a few hours to go. We hope you enjoy the new assets and tweaks, and will bring you a comprehensive announcement on launch. Happy game making!
GameGuru Classic - Lee Bamber [DEV]
We have fixed the release time of update V1.132 and the much anticipated Expansion Pack DLC (free to all GameGuru users) for 10AM PDT (5PM BST) so only a few hours to go. We hope you enjoy the new assets and tweaks, and will bring you a comprehensive announcement on launch. Happy game making!
...

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