![]() It took me no longer to set up these levels than if using GG and I set a task of learning at least three new things every day (I am sponge when it comes to study). Meanwhile I show screenshots and videos below of several of my assets, even some created specifically for GameGuru in Unity (plus some created for the scenes and a couple of free characters from the Unity store to test pathfinding). I will be happy to discuss details of all this with anyone who cares to, even a dev if you so wish. Yes you do have to do some coding but you have to do some of that for GG as well if you want to create a decent and unique game so at this point there is no substance to the claim other than being to drag in characters which takes a fair bit more work to set up in Unity, but the serious lack of good working AI in GG makes this a moot point. ![]() A lot of Unity's pipeline actually makes it easier than the claim of GG being the 'easy to use' game maker and that needs to be taken on board. I have found C# fairly easy to understand and importing my media is a breeze compared to GG, you can simply export to project folder as fbx with embedded materials or even drag it straight into the editor asset hierarchy and it is simple as that. ![]() This is a simple fix and the least of GG's lack of functionality on first impressions when you consider the lack of LUA functions, fps lag and AI problems, but gives a good idea of what happens when you don't go the extra inch for your product. It would be as simple as setting these levels properly to create a better first impression and the whining would stop as GG actually has a pretty powerful graphic engine. When you start a level you are greeted with an over bright and high contrast scene which does your eyes damage. This is a major cause of the whining about GG. Something as simple as default graphic settings out of the box are horrible, where a new user gets their first taste of what to expect. My point here is that you can't have an attitude of 'good enough' when your product is bought and paid for by folks who believe you will deliver the goods. ![]() I get it that Lee is a workhorse and when he is on board and actually working on it he gets a crap load done and kudos for that, but too many other distractions have meant that updates are getting fewer and further between. There are numerous other reasons why GG is not progressing as it should. The construction kit for example, which had an outing years ago, when more than one coder was working on things never saw the light of day and recently started from scratch as 'the easy building editor'. I know that GameGuru is many years behind in terms of development but I also know that there has been a lot of wasted work which was abandoned and an ethos of 'good enough' has crept into the product. But I just felt that Unity would meet my needs for now so gave it a shot. I had dabbled in UDK several years ago, it is now Unreal engine and a completely different ball game which has incredible graphic power and fidelity. Read this a 'lack of functionality in GG and having to use workarounds'. To my surprise I find the functionality of Unity so easy to slot into that I will likely be able to continue to create and support assets for both engines easily, though I won't be spending as much time on creating 'out of the box' for GG. But it forced me to move to Unity, I had resisted using another engine as I knew it would mean all my efforts would be concentrated on this and I would find it difficult to go backwards thereafter. Some will know I gave up in frustration with GameGuru's slow progress, I am not going to rant on about this.
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