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GameGuru MAX News

December update released!

We aimed - and we scored!  That's right, by placing the highest priority on bug fixing we didn't give those pesky bugs a chance, and those keeping a tally of the bug count will be pleased to learn that on the 15th December we reached zero bugs on the issues board for GameGuru MAX. Given that we still had 290+ in August, the team is very pleased to reach this milestone for 2023 and looks forward to what happens next in 2024.



Above, for prosperity, are shown the last five bugs on the issues board before they too went the way of the other 561 that came before them. Naturally, as with all software development, we will see new reports come in, especially as we add new features, but it's far easier to tackle a dumpy hill of issues than a mountain of them!

Some of the highlights since the last update include better support for selecting multiple objects and affecting their properties on mass, including the ability to select a range of objects to change their transparency, double-sidedness, reflection and the ability to cast shadows. We also added a double-click option in the detailed object view to instantly select all instances of a single object parent, a very useful feature. This final ability was instrumental in improving the performance of several HUB demos, including the Canyon Offensive level which near constantly at 60fps on minimum specification hardware.

On the subject of performance, we recently discovered a new profiling tool called OPTICK, a very lightweight API for injecting profile markers into the engine code and measuring over time how long various parts of the engine take to process. We had profilers in the past, but the lightweight and instant nature of OPTICK impressed us, and were able, within days, to locate and optimize several areas. Operations involving ray casting in some cases dropped from 8-9ms down to less than 1ms, and to help with our efforts we added visualization of the expensive ray casts to see what was looking at whom.  Rest assured we will be making heavy use of OPTICK in 2024 to achieve our next milestone of 60 fps for all built-in demos for 94% of all Steam users internationally, and included in those stats are some real GPU-crocs!

Finally, as we move closer to the implementation of a new project system for those authors well into making their magnificent octopi, we made sure the storyboard and associated screen editor are up to scratch. We have added a better draw order system so you get full control over what overlaps what, we added a new text area gadget for multi-line text elements, and separated the arrow/delete keys operations to either the level area or properties so no more confusion with shortcuts and newly created screens are placed more conveniently for quicker storyboard creation.

And for the final time this side of zero bug count, the remaining issues log shows all remaining fixes from the GitHub repository since mid-November 2023:

  • Fixed issue with RPG screens disappearing due to new draw order system
  • Added ability to multi-change certain material properties of rubber band-selected objects
  • Can now double-click on an object parent grouping to select all instances of it
  • Weapons no longer render a shadow on them when pressed too close to a wall - rescaled shadow surface towards camera
  • Added new draw order layer system for screen editor in storyboard
  • Tweaked shadow cascade thresholds to reduce gaps in interior rooms
  • Added more HUD Screen actions 2 to 32 to complete storyboard logic choices
  • Fixed LOOT DROP system to account for all percentages specified
  • Included FLAG objects as points that can extend the nav mesh area
  • Added TEXT AREA choice to the storyboard screen editor
  • Restricted ARROW and DELETE keys so only works to affect widgets when pointer within the edit area
  • New storyboard screens are positioned more conveniently when created
  • Improved protection of hard-coded elements of fixed game screens
  • Added an Improved Steam Workshop Updater
  • FPS now shows when pressing F11 in standalone games
  • Fixed the issue of 'entityinzone' not resetting when entities leave the zone
  • Added extra profiling markers for continued performance work
  • Using PHYSICS RAYS for 'INTERSECTALL' PERFORMANT used by characters (MUCH faster)
  • Added debug visual to physics rays so can see where they are used
  • Improved the location of ray cast from characters (using the real-time head position)
  • Adding the use of a profiler to the main MAX engine to work on raycasting
  • Added OPTICK includes lib files
  • Added basic higher-level events for OPTICK to track basic in-game perf metrics
  • Amended weapon drop to pre-spawn weapons before the game for performance smoothing
  • Some code cleanup to remove legacy empty functions
  • Added new GetWeaponName LUA command
  • Improved performance slightly when running standalone
  • Reduced live dynamic object creations during the game loop (more needed)
  • Fixed new weapon system to produce correct HUD.DBO with animations
  • Reduced legacy particle code related to explosions
  • Standalones now export the correct files for explosions
  • No longer attempts to create debug objects when running a standalone game
  • Added for behaviors to specify any weapon from the list
  • Fixed the issue of custom projectile weapons not having more than one limb
  • Objects no longer need to be characters to show the weapon drop-down

Also, remember our end-of-month live broadcast is a great place to get a look at some of these fixes, so if you want to join in on these extended hour-long Q&A sessions, we host them on the last Wednesday of every month at 7PM GMT on our YouTube channel - see you there :-)

 

Modern Day Asset Pack - Graffiti Released!

The Modern Day Asset Pack - Graffiti is another excellent DLC from artist Melburnian. This time he's turned his talents to creating an easy-to-use Graffiti pack that consists of 4 complete stylised alphabets. Provided as GameGuru MAX-ready, decal-type models, these assets make it incredibly easy to design your own urban art.

Totaling over 200 individual assets, this pack is ideal for a whole range of genres, from modern-day through post-apocalyptic, and into cyberpunk and the dystopian far future.

In addition to the alphabets, you'll also find matching numerics and a number of stencil styled icons, perfect for bringing your game levels to life

Check it out for yourself here: 
https://store.steampowered.com/app/2728960/GameGuru_MAX_Modern_Day_Asset_Pack_Graffiti/
 

Canyon Offensive Timelapse Video and Demo

Included in the GameGuru MAX Hub are several demo levels showcasing the kinds of games you can create, and a good number of them are created by members of the community. A notable contributor and excellent level designer is 'Ghost LOL', creator of the demo called "Canyon Offensive"; a romp through rock-lined hills on a mission to mash through waves of enemies and puzzles to reach the island's only helicopter.

The original level took 18 hours to make and Ghost LOL had the brilliant idea of recording the whole process as a timelapse. It was only recently that this fact became known, and so we thought it would be of interest to the community to showcase the timelapse and also offer the demo as a standalone game to anyone interested in playing the demo level outside of GameGuru MAX.

We have increased the speed of the timelapse to around an hour of viewing and included the demo link in the video description. As this is one of the first demos we've released as a standalone, we also made sure the performance was tuned to run great on GameGuru MAX's minimum specifications. 

To watch this amazing level come to life, check out our YouTube Channel here: https://youtu.be/w08Tpmw1FGg

November update released!

Last month we reported the bug count was down to 84, well we've managed to push that number to less than 30 with more fixes planned in December, aiming for a zero bug report count before the end of 2023!  Naturally, new reports will pop up, and we will not stay at zero for very long, though it will be great to know that all the legacy reports from the last twelve months have been dealt with to produce a stable game-making product, ready for performance improvements and new features in 2024.

We could not reasonably go into detail on each of the 50 fixes, but here are some highlights you will find in the latest update.

We fixed weapon system issues to improve how they work as collectibles in the game, and how they are selected for characters. All stock weapons now have built-in reference to the weapon object associated with them in the library, and a related improvement also enables loot drop percentages to have more flexibility.

Improvements to the LUA system removed the last traces of the older and slower messaging system, with over 260 commands moved internally and in so doing improved the speed of calling them.  This is the start of a series of performance improvements to reduce the cost of all game logic calls. Performance has also been improved for test level initializing, skipping weapon scans when redundant. Environment probe code is also improved, using less calculation when generating new probe textures.

Particles now have a greater ability to be rotated and scaled. Also, fixes to the particle emitter code to retain the shape of the particles in-game.  Now particle cubes, rings, and streams import from the Particle Editor Tool correctly.

Nav-mesh blockers, typically used to stop characters walking through a closed door, will now match the exact shape of the door's bound box for more accurate blocking of the nav-mesh path, and a new debug visual shows the actual blocker outline in the level. Fixes and improvements to door scripts, whether they are regular, needing keys, rotating or sliding, operated manually, remotely, or via a switch now standardize all doors.

For small feature additions, we have extended support to the character creator to enable custom character styles to be added dynamically, allowing game authors and artists to create their own body parts. We have tested this new feature briefly by creating several Low Poly characters for the recently released Low Poly Knight Bastion DLC, and expect more characters to be added to relevant Low Poly DLC in the very near future.

As is now our custom, we are pleased to share the full fixes list from the GitHub repository since the end of October 2023:

* Custom character creator parts support (early)
* All weapons now auto set as collectable
* Fixed tracking of collectables in level when added and removed (weapons)
* Characters can be select from any weapon, and only drop when the weapon object exists
* Added stock weapon object paths to default weapons media
* Fixed LUA system to account for non-param internal message calls
* Fixed issue of collision centers not being updated for standalones
* Fixed issue of NIL params crashiing LUA system
* Performance improvement when running test level to skip redundant weapon list checks
* Cano once again explode isimmobile objects
* Fixed issue with explosion settings being hidden when set to isimmobile
* LUA script system fix to restore working commands
* LUA GLOBAL Script Overhaul to move SendMessage commands out completely
* Started work on detecting recent slowdown - related to IntersectAllEx calls
* Can now rotate and scale particles using the widget control
* Allow encrypted hand animation files
* Can now better shape navmesh blockers
* Added Y angle rotation of blockers for the 3 main door scripts
* Added new navmeshlib.lua to the scriptbank root
* Navmesh blocker debug visuals auto refresh when blocker state changes
* Prevent image stutter and slowdown when images used in behavior scripts
* Allows textfiles specified in scripts to be picked up and exported with standalone
* Fixed issue with a specific particle effect type messing up when rotated
* Better Door Blocking in NAVMESH and updated all door scripts
* Fixed typo causing surface texture in normal texture in importer
* Dropped weapon ammo now respects the property set for that character drop
* Added debug visual for all door blockers
* See code changes, OOHH so many small fixes :)
* Can now use RGBA texture choices in importer materials for ALL meshes
* Fixed issue of incorrectly culled marker objects
* Importer handles texture better including surface textures specified as PNGs
* Fixed issue with IFUSED activations now working when use ActivateIfUsed(e)
* Now chains terrain sculpt and any repositioning of objects so both are restored with a single UNDO trigger
* Fixed Move Speed for in-place character movement
* Prevented duplicate SURFACE textures being shown in object preview
* Fixed Key and Door for USEKEY and Visual Logic Link for keys, rotating and sliding doors
* Added per-object loot percentages in UI and logic
* Stopped weapoms from being selected that do not exist in the collection list
* Fixed crash caused by bullet hole subscript being corrupted
* Checkpoints now work in standalone games
* Fixed the shapes and rotation properties of many particle effects
* Fixed weapon script so sound collection is once more heard.
* Added code to cool down env probe refresh to improve performance.
* Fixed issue of flickering particles caused by race conditions.
* Can now use SPACE KEY to skip video if in test game.
* Can rename Flags to NAVMESH LIMIT to mark out a custom navmesh area.
* Fixed several demo level issues related to anim, sound and navmesh.

Also, remember our end-of-month live broadcast is a great place to get a look at some of these fixes, so if you want to join in on these extended hour-long Q&A sessions, we host them on the last Wednesday of every month at 7 PM BST on our YouTube channel - see you there :-)

Modern Day Asset Pack - Hazard Signs released!

The Modern Day Asset Pack - Hazard Signs provides you with over 100 hazard, warning and industrial signs for your modern day and futuristic game Each sign comes with several texture variations, including clean, rusty and dirty, as well as some text free variations, providing several hundred choices.

You'll find signs for danger, chemical hazards, slippery floors, electricity, dog on guard, and loads more. Check it out for yourself here:
https://store.steampowered.com/app/2682830/GameGuru_MAX_Modern_Day_Asset_Pack__Hazard_Signs/