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GameGuru Classic - Lee Bamber [DEV]
We've just released our latest update for GameGuru Classic and once more we crushed the issues list, this time to absolute zero!  As with all software, there will always be a few bugs lurking in the darkness, so if you do discover one, please let us know on our issues board.

Here is a detailed list of all the bugs we fixed in this update:

  • Fixed issue of building hulks exported from Building Editor from not showing/crashing
  • Added support for 'baseColorMap0-99' field in FPE to directly texture meshes by mesh index
  • Updated GameGuru Converter to produce more stable DBO such as some weaponized character models
  • Refreshed binaries of latest build to match latest source code available on GitHub repo
It has been a while since we asked, but if you have already completed a game in GameGuru Classic and you are happy with it, we would love to take a look and share the link with the whole community so everyone can see what can be done.

This game maker is now seven years strong and remains a popular choice for many budding game makers out there, and we must give a big shout-out to our amazing contributors who keep the features flowing!

For regular news and insights behind the scenes check out our broadcasts on our YouTube channel (which now includes a dedicated section on GameGuru Classic) which goes out on YouTube every Wednesday at 7 PM GMT
GameGuru Classic - Lee Bamber [DEV]
We've just released our latest update for GameGuru Classic and this one is heavy on bug fixing!  These days the bugs are few and far between but we take them all seriously - and as always, if you do find any more bugs lurking in the shadows, please let us know on our issues board.

When a new bug report comes in we assign and tag the issue for you and, if we need additional information, we will add the "Help Wanted" tag. We usually cannot proceed with a fix until we get this information so if you do post an issue please check back regularly to see if we need a little more info from you. Together we can ensure the overall bug count for GameGuru Classic remains ludicrously low :-)

This update brings us back into single digits for outstanding bugs and for those that remain check out the issues board for the detail.  Also, check out the comments in the "Help Wanted" tags as we have provided extra information on these in case it's a bug that affects you.

Here is the change log for October FIxes Update:

* Fixed the issue of some weapons not displaying correctly with the new 64-bit version of the engine
* The texture types panel no longer invisible for some users
* Characters no longer float in the air when set to always active and placed in the distance
* Added Parallax Occlusion Mapping shader effect, thanks to Cybernescence for his amazing work!
* Many fixes on released 64-bit build, thanks to Preben for all his many contributions over the years!

For regular news and insights behind the scenes check out our broadcasts on our YouTube channel (which now includes a dedicated section on GameGuru Classic) which goes out on YouTube every Wednesday at 7 PM BST.

We remain vigilant so, again if you do find an issue that you would like to see fixed in the next update, please do post it on our issues board 
GameGuru Classic - Lee Bamber [DEV]
We've just released our latest update and in addition to bug fixes we have some cool new features for you.  A huge thanks to Cybernesence and Preben for their awesome additions to the GameGuru Classic repository!

The LUA command set has been extended to include controls for the saturation and sepia effects, a new command to highlight entities with color and added a new ammo_highlight script to demonstrate this technique.

You now have the capability to apply a Parallax Occlusion Mapping shader to your entities, creating the illusion of additional geometric detail, ideal for brick walls and cobbles. It is an intensive technique for lower-end graphics cards so use this one wisely to preserve your game performance.  Look out for the apbr_basic_parallax shader when assigning this effect to your entity.

To see Parallax Occlusion Mapping in action, check out our recent broadcast on our YouTube channel (which now includes a dedicated section on GameGuru Classic) which goes out on YouTube every Wednesday at 7PM BST: https://www.youtube.com/c/GameGuruMax/featured

We remain vigilant, so if you do find an issue that you would like to see fixed in the next update please do post it on our issues board: https://github.com/TheGameCreators/GameGuruRepo/issues
GameGuru Classic - Lee Bamber [DEV]
TheGameCreators are pleased to announce the release of Cine|Guru - their first collaboration with Tanner Productions.

Cine|Guru adds the often requested option to add cinematic cut-scenes to GameGuru Classic, providing all the scripts and camera tricks you'll need to provide that extra gloss for your games.  You can generate these live in GameGuru Classic or even use 3rd party screen capture software to create videos of the action for later use.

This new DLC add-on is a revolutionary asset and script pack that gives you the tools to create your own in-game cinematics and scripted sequences for GameGuru Classic games. From fully-controllable cameras to actors that move, perform and speak according to your instructions. Cine|Guru gives you the power to create stunning story sequences, all without barely touching any code.

You can find out more by visiting the official GameGuru Classic CineGuru Steam page:

https://store.steampowered.com/app/2137140/GameGuru_Classic__CineGuru/

GameGuru Classic - Lee Bamber [DEV]
We've just released the build of all builds - giving GameGuru Classic a real boost!

Yes there's bug fixes but more importantly we have upgraded the game engine to run as a 64-bit binary and included some cool new features to boot.  All this could not have been done without the amazing support of two community coders- Preben and Cybernescence.

This new 64-bit version of GameGuru Classic will allow you to exceed the previous 3GB limit on system memory usage, allowing much larger levels to be created. In addition, we have added the following great new features:
  • HBAO screen space ambient occlusion
  • LUT options in the post-process shader
  • Saturation and Sepia sliders in test game
HBAO is an improvement over the old SSAO technique and creates great-looking real-time shadows in the creases indicated by the depth buffer of the final rendering.

Those of you who regularly join our live broadcast every Wednesday 7 PM BST on YouTube will also know that we have updated the public repository of GameGuru Classic on GitHub to the latest version. So now those who are interested can add their own functionality into the games engine. 

With Visual Studio and some C++ skills you no longer need to wait for internal TGC development and can dive right in to add the extra functionality your game needs.

If you do not already own GameGuru Classic you can find it on Steam here

We remain constantly vigilant, so if you do find a bug or an issue that you would like to see fixed in the next update please do post it on our issues board 

Happy Game-making!
GameGuru Classic - Lee Bamber [DEV]
We've just released our second quarterly update for 2022 and continue our pledge of keeping GameGuru Classic bug-free. In addition to the usual suspects, we are treating you to some optimization work for this update.

The LUA Parsing is now faster, as too is the particle updater system.  A new folder called "cachebank" is used to cache things that take a long time to convert and save, meaning the next time that asset is touched, a faster method of loading it in can be used.  Some image loading used mipmaps needlessly, causing a slower load and using more memory; this update resolves that so only images that need mipmaps get them. 

The overall file handler has been optimized, removing some functionality that GameGuru Classic did not need, so now any activity involving file access has been sped up across the board.  Elements data in the past has been a loading bottleneck, so thanks to recent work with MAX we are able to include a much faster method now for all Classic users.  We have also improved the speed of the weapon system settings parser too!

Rendering optimization is also available in this update, improving the object culling system speed from this update onwards. On the subject of rendering, we also enhanced the ability of the game engine to use any optional Unicode folder names when loading textures, causing bugs to those users who need to use Unicode folders, mainly non-English versions of Windows.

And finally, we pushed out into fresh waters and added some new functionality for you. All object properties now have a Shadows and Reflection setting so you can now render decals and transparent objects in water reflections, a feature request by a top maker of GameGuru Classic games.

We remain constantly vigilant, so if you do find an issue that you would like to see fixed in the next quarterly update please do post it on our issues board.
GameGuru Classic - da-j
Just released! The complete collection of classic GameGuru and AppGameKit, bundled with an eye watering 36 (yes 36!) DLC packages, literally every single DLC ever produced for them!

This is undeniably the most comprehensive and definitive introduction to the exciting world of game design!

GameGuru Classic, the easy to use game-maker, provides the best solution for initial forays into game design with its intuitive drag and drop interface and over 6GB worth of media included as standard. Stacked alongside it are some of the best official GameGuru asset packs available, giving you no shortage of materials to indulge all your creative ideas.

Then there's the awesome power of AppGameKit Classic and Studio - take your games (or Apps!) to the next level and beyond! With its powerful scripting interface and cross-platform delivery system, there is literally no limit to the scope of projects you can create. Combined with BOTH Mega Asset packs there really has been no better time to get on board and indulge your creativity!
GameGuru Classic - da-j
Just launched! This new 'complete the set' bundle includes both the BRAND NEW 'GameGuru MAX' AND 'GameGuru Classic' - your opportunity to own both of the core GameGuru game-making applications - at this great price!
https://store.steampowered.com/bundle/25504/GameGuru_Twin_Pack/
And, of course, if you already own GameGuru Classic this bundle gives you the opportunity to buy GameGuru MAX with a great discount on the full price!

Happy game-making!
Mar 14, 2022
GameGuru Classic - Lee Bamber [DEV]
All issues from the issues board are sorted for this March Fixes update, including a new feature that enables you to control the relative volume of player footfalls. Just check out the Player Start Marker properties and look for Footfall Volume. Improvements have also been made to multiplayer workshop uploading for much smaller upload packet sizes for quicker sharing of games.
GameGuru Classic - Lee Bamber [DEV]
We've just released our final quarterly update for 2021 and continue our pledge of keeping GameGuru Classic bug-free. We once again assaulted the issues board on GitHub, took every report made since the last fixes update, and hacked away at them for you.

In addition to providing answers in the issues board, here is a run-down of the ones we slew:

  • Setting "allowfragmentation = 2" in SETUP.INI now sets g_PlayerGunCount to 0
  • Rocketman no longer shoots two rockets at the same time
  • Fixed Allied Knight animation issue
  • Specular maps now work with the terrain textures
  • Third-person players can now pick up ammo
...

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