Away Games Maker

Software: Away3D 4.x

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Luca, Sr. Member
Posted: 20 June 2013 08:17 AM   Total Posts: 230   [ # 46 ]

Main Site URL changed to AwayGamesMaker…

sry guys for my bad english ... raspberry

 

   

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Luca, Sr. Member
Posted: 20 June 2013 02:28 PM   Total Posts: 230   [ # 47 ]

Ladies and Gentlemen the new Away Games Maker LOGO:

do you like this: ? smile

( can be downloaded if you visit the AwayGamesMaker site ( Sorgenti Live in the home page )

 

   

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Luca, Sr. Member
Posted: 11 September 2013 06:51 PM   Total Posts: 230   [ # 48 ]

New interface, new core, new enhanced functions, big ideas wink

why use MAX ? smile smile smile

 

   

Yoweeto, Newbie
Posted: 12 September 2013 10:00 AM   Total Posts: 3   [ # 49 ]

Hi,

would be possible to get an installer for Away Game Maker ? I work with flash cs6 and I find it difficult to compile the project

 

   

Avatar
Luca, Sr. Member
Posted: 12 September 2013 10:58 AM   Total Posts: 230   [ # 50 ]

Hi Yoweeto, nice to meet you.

Becouse Away3D library, Away Physics library ( Bullet or PhisX wink ), the LUA script interpreter, the functions that Away Games Maker must support are, i don’t know smile

For now i’m sorry but ( application installer are in the setup folder ) the program updates ( source code ) are too much frequently… The resources, like the materials bitmap or maps are about 370MB, the LUA editor ( eclipse ) are about 84MB in size…
The program autoupdate functionality are already implemented and working… hm hm smile

Anyway, to succesfully build the program you need ( i use FlashBuilder 4.6 ) the latest updated versions of the Flex SDK and Air SDK.

Away Games Maker need to be able to produce complete games. This means the best editing functions, the best managing capabilties for add and manage Video scene, HUD, Scene Effects, Physics simulations, animations and so on…

If you use Flash Builder or FlashDevelop i think your problem are solved ( for now ) or be patience wink

Do you need something wink ?

 

   

Yoweeto, Newbie
Posted: 12 September 2013 11:17 AM   Total Posts: 3   [ # 51 ]

Thanks Luca

 

   

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Luca, Sr. Member
Posted: 23 September 2013 02:28 PM   Total Posts: 230   [ # 52 ]

Now….. ehm not now smile If i add one or more constraints to this motor and apply a rotations ..... ???? smile

More pictures here ( i’m go crazy .... ;P ):
https://www.facebook.com/pages/Estiva-Community/248102938603578

THIS SOFTWARE ARE TOTALLY BASED ON AWAY3D and AWAY PHYSICS
( PhysX FOR LINUX… DOWNLOADED FROM THE NVIDIA SITE… )

 

   

SourceSkyBoxer, Newbie
Posted: 18 October 2013 11:30 PM   Total Posts: 16   [ # 53 ]

Hello, Luca,

good work. Nice Game or Model Editor. Thank you. i will support for you again smile

I will improve better like Quake Engine or Half-Life Engine Editor just ( Valve Hammer Editor.

How do i view with 4 panels to game maker like
cam ( 3D View ) , top ( 2D View XY )
side ( 2D View YZ ) , front ( 2D View XZ )

Spirit effects, wow awesome result smile

Thanks!

 

   

Avatar
Luca, Sr. Member
Posted: 19 October 2013 05:47 AM   Total Posts: 230   [ # 54 ]

Hi SourceSkyBoxer…

At this time Games Maker works… ( not perfectly )... as you know Away3D, the library, doesn’t have a exhaustive docs but the functionality are many an many so, Games Maker need to expose all the features that the library have in a simple GUI editor…

Away Games Make must be able to manage, scene, introductive video or video, geometry ( and modify the geometry, this i possible ), materials with the new material editor window ( and animate them ) Mesh… , Lights and light effects… Cameras, Audio, LUA Scripts, Physics ecc ecc ecc. AND MAKE GAMES and/or simple 3D SCENE…

Now this require an intesive study of the library, an this need time but smile

So the Away Games Maker site:
http://www.awaygamesmaker.altervista.org/
the source directly from my PC ( for now )...
http://79.44.103.235:8086/AwayGamesMaker/
i on facebook:
https://www.facebook.com/luca.filippini.902
and the updated Games Maker images:
https://www.facebook.com/pages/Estiva-Community/248102938603578

 

   

Avatar
Luca, Sr. Member
Posted: 19 October 2013 05:59 AM   Total Posts: 230   [ # 55 ]

about your question… You want to move and orient your camera ?

Suppose you move your camera by using a unit circle ( trigonometrics )

So, if you “move” you camera by using one angle then you need to rotate the camera by the same angle but with inverse magnitude:

You can use the HoverController or write your own like the free orbit you can find in the sources of Games Maker:
Suppose move the camara on XZ plane:
CameraX = DistanceToThePoint0 * sin( angle )  - for 0 sin return 0
CameraZ = DistanceToThePoint0 * cos( angle ) - for 0 sin return 1

CameraRotationY = -angle
try invert sin cos and or Distance magnitude and see wath appens ... smile

I have right understand your question ? I thi hope yes
But i’m are here .... wink

 

   

Avatar
Luca, Sr. Member
Posted: 19 October 2013 06:11 AM   Total Posts: 230   [ # 56 ]

Games Maker: The first games…
THE PINBALL WORKS !!! smile

 

   

SourceSkyBoxer, Newbie
Posted: 19 October 2013 12:05 PM   Total Posts: 16   [ # 57 ]

Awesome great idea. smile

@Luca, you are best developer for Game Maker smile

I would like to know about your workstation smile

I think better when we work together and develop some reality editor like original game studio or Radiant by Quake Engine, or Half-Life Engine.

Example Texture need to compress to native format like wall.amc

1x original texture example: wall.png
1x bump mapping texture / normal map texture example: wall_normal.png
1x specular / heightmap texture example: wall_specular.png
1x detail texture example: wall_detail.png
1x script example: wall.amtf ( Away3D Material Texture file
look like:

// open texture wall
GeneraticTexture
{
 basetexture 
"wall.png"
 
normalmap
 {
   normalmaptexture 
"wall_normal.png"
   
normalmapcube "[ 1 1 1 ]"
 
}
 detail
 {
   detailtexture 
"wall_detail.png"
   
detailscaledegree "25"
 
}
}
// End texture wall 

Compressed texture file ( *.amc ) = Away3D Material Compriming example:
wall.amc
[ /wall.amtf
/wall.png
/wall_detail.png
/wall_normal.png ]

If you find my idea better than i improve material editor sometimes… smile Thanks. smile

 

   

Avatar
Luca, Sr. Member
Posted: 19 October 2013 01:39 PM   Total Posts: 230   [ # 58 ]

Hi SourceSkyBoxer

At this moment i need to improve the material editor, the nodes, the shaders ( pixel bender ), actually the normal map generator, to give a perfect control for editing an apply all the material you or i need… ( this means add, remove, connect, disconnect, ecc, the graphically nodes, add Away Methods to the materials, add physics property to the matirial and so on )...

The data structure you propose seems to be great but, games maker need to export all the data by using the awd2 file format, and this work ehm ehm wink for now, ( or my or your own, but i think awd2 can be a good choice ), and then must be able to reload and correctly apply all the data you saved…

Can you make this ? wink
The goal of Games Maker is produce playble games with Away ! smile

 

   

Avatar
Luca, Sr. Member
Posted: 19 October 2013 01:42 PM   Total Posts: 230   [ # 59 ]

How do you think you can apply details to the wall for example ? wink

How i can “move” this details tho the right position…

If i have a phisycs simulated wall, made with some cubes, or if i use the voronoi fractures what appens wink

 

   

SourceSkyBoxer, Newbie
Posted: 19 October 2013 04:01 PM   Total Posts: 16   [ # 60 ]

Yeah you need to manage with Cairngorm library because Cairngorm can enable events and commands after you move sometimes like brush or mesh creations and Manage with textures / material systems:

For example: i am using Unreal Editor.
And i open material system window when i add new texture and set up with advanced script editor like use with normal mapping or specular and details…

If you use right click / content click via Cairngorm Event / Cairngorm Command than you will enable to move or rotate texture on marked brush / marked mesh .

Example: Cairngorm in AS3:
Command: ( commands/SmallerGirdCommand.as )

/**
 * SourceSkyBoxer's Game Editor
 * 
 *  SmallerGirdCommand:
 *  -> Make gird smaller!
 *  
 */
package net.sourceskyboxer.gameeditor.commands
{
 import com
.adobe.cairngorm.commands.ICommand;
 
import com.adobe.cairngorm.control.CairngormEvent;
 
 
import mx.containers.Canvas;

 public class 
SmallerGirdCommand implements ICommand
 {
  
// 3 views ( top, front and side ) from GameEditorModuleLocator
  
public var _topView:Canvas GameEditorModelLocator.getInstance().topView;
  public var 
_sideView:Canvas GameEditorModelLocator.getInstance().sideView;
  public var 
_frontView:Canvas GameEditorModelLocator.getInstance().frontView;
  
  
// function execute
  
public function execute(ce:CairngormEvent):void
  {
   
...
  
}
 }

And event: ( events/SmallerGirdEvent.as )

package net.sourceskyboxer.gameeditor.events
{
 import com
.adobe.cairngorm.control.CairngormEvent;
 
import mx.containers.Canvas;

 public class 
SmallerGirdEvent extends CairngormEvent
 {
  
public static var SMALLER_GIRD_EVENT:String "smallerGirdEvent";

  public var 
topView:Canvas;
  public var 
sideView:Canvas;
  public var 
frontView:Canvas;
  
  public function 
SmallerGirdEvent()
  
{
   super
(SMALLER_GIRD_EVENT);
  
}
 }

And Modellocator: ( models/GameEditorModelLocator.as )
Not yet….

If you want learn with Cairngorm than you will find Adobe Site with example Apprise for Adobe Air 3.x with full open source smile If you want check sometimes. Than you can build with commands and events than your application Game Maker works more than normal version by your old concept smile

Thank you for suggestion smile If you are happy for events and commands sucks :D

 

 

   
   

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