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Editorial - April 2014

Issue 134 cover

It's April the first, and the annual tradition of fooling friends and family with our little pranks and jokes is here again. Don't go looking for the April fool in this newsletter, there isn't one. There, I've told you before anyone else. Yesterday evening dozens of sources told me about the Google tricks before April had even begun and before I had chance to enjoy them first hand.

Joking aside (pun intended), one of the downsides of social media and instant communication with millions of people you've never met, is that everyone wants to tell you the news first. There is a belief that being first with news endows the teller with kudos. Unfortunately it can often be quite the opposite. It's an inherent behaviour of human beings that we want to work things out for ourselves, and having them presented to us effortlessly is more often irritating.

Nobody buys games to follow somebody else's instructions on how to traverse through it. Sites dedicated to walkthroughs exist, but the majority of gamers visit them reluctantly when all else fails, and rarely admit to using them. The human race is an inquisitive one, and it's something we should all keep in mind when creating games: nobody wants an easy ride. Challenge people and they will come back for more. Give them one puzzle in a game and they'll stay logged on for the next.

In keeping with the forum tradition of sharing puzzles, here's one for you. Post your success on the forum here. But remember, tell us if you've worked it out, but don't spoil it for everyone else, they want to work it out for themselves!

Each of the statements below can be made correct by applying the relevant mathematical symbols. Each statement will be equal to six when completed, you cannot use "Not equal to" in your answers. Some are easier than others, so don't try to solve them in numerical order. One has been completed for you to get started. Good luck!

1   1   1 = 6

2   2   2 = 6

3   3   3 = 6

4   4   4 = 6

5   5   5 = 6  

6 + 6 - 6 = 6

7   7   7 = 6

8   8   8 = 6

9   9   9 = 6

0   0   0 = 6

 

Until next time,

 Steve Vink


contents

(1) FPSC News (2) FPSCR Gallery (3) AGK Alpha 3 (4) FPSC-2-AGK (5) GDC (6) Competition (8) Online High Scores (9) Refender (10) 2D Graphoics (11) TGC Channel (12) Social Feeds

FPSC Reloaded Blog

FPS Creator Reloaded by The Game Creators

  

By Lee Bamber

Each month we'll update you on the progress of FPS Creator Reloaded. You will find a running commentary on the development through the FPSC-R Blog, but right here you will find some of the selected highlights that deserve your utmost attention. You can also follow the development on the official Facebook page. Within the R&D offices here at TGC, Reloaded is our main focus and we aim to constantly develop it to make it into a world class game creation tool. With great support from people who have made pledges to the project we are able to evolve and build our best game maker ever!

Lee Bamber, FPS Creator Reloaded Developer summarises the March achievements for himself and the FPSCR development team. 

I think I am on the coat tails of a serious performance improvement and if I can get the visuals comparable to the expensive per pixel fragment shader version, we'll be laughing.


Lee Bamber

 

March was another short development month, but a great month in terms of knowledge gathering from GDC, along with feedback and gathering new ideas about current and future technologies. You can read about the GDC adventures later on in the newsletter, but for this section let's focus on the FPSC-R developments.

Shadow Rendering

Shadows are a big thing in games. They seemingly go unnoticed by players, but are actually one of the most important components of realism and immersion. Take the shadows away and the game becomes immediately flat. Implement them badly, and the suspension of disbelief is shattered. Rather than try to put into a narrative how shadows are being carefully crafted, here is Lee explaining it all in under 60 seconds.

 

 

Vegetation and Foliage Improvements

Alongside shadows, vegetation is another important factor in creating realism. It can also be very resource-hungry, and so Simon was tasked with optimising it as much as possible. The result is a 10% improvement in performance and the addition of specular variable settings alongside. All is explained in this short video.

 

 

 

Reloaded V1.006 Coming Very Soon

The Reloaded Team are working very hard and smart to bring all Reloaded pledgers the next major build of the project. Performance optimisation and improved rendering speeds have been a major focus. We can report that this work has gone really well and we'll be releasing the build in the coming weeks once it's tested fully. 

Reloaded Discount Deal 

TGC Newsletter readers can gain a 20% discount on the price of Reloaded. To take advantage of this offer, enter the code TGCDEAL when you're checking out during the order process. Save today, ORDER HERE.

FPS Creator Reloaded Gallery

Here are some more of our favourite screenshots from the FPSC Relaoded Beta. 

10 Seconds to Take-Off 

t minus 10 by Shivers

 Hellbound

Hellbound 2 by Rolfy

Shipwreck

 Shipwreck by Rolfy

 gallery_SpookyGargoyles.jpg

Spooky Gargoyles by HarryWever 

City Look 

City Look by HarryWever 

AGK reaches Alpha 3

AGK has arrived

As work progresses on AGK version 2, the third Alpha has been released to the pledgers. This version includes:

The following bugs from the previous Alpha have been resolved:

AGK V2 Blog

You'll also find the AGK V2 blog on the forums, giving an insight into what is currently being developed. Some of the highlights from March which will make their way into the next Alpha release have included: 

 

AGK Pascal 1.088

Registered users of App Game Kit can find AGK Pascal (for AGK v1.088) under their products page ready for download. As with the previous version you need the 32bit version of Lazarus Free Pascal.

You can post any questions and feedback on the forums here.

Accelerate your 3D AGK Development

The fastest way to create 3D environments for your AGK games is to harness the power of FPS Creator Classic. You can build levels with the ease of the FPSC toolset - including static lights and their lightmaps - and import them into your AGK development. Not only that, but the code needed to set up your beautiful new world will be generated too.

FPSC-2-AGK 

Key Features:

There are just a couple of simple but important points to make note of, to ensure a smooth process.
 
Imageblockmode 
Firstly, you need to ensure the imageblockmode in the setup ini file is set to 0. This ensures that all textures are exported individually, and not packed into an imageblock which is preferred by standard FPSC games.
 
Unzipping the level
The exported game folder from FPSC contains a levelbank, with a zipped up level folder. Again, this is a preference of FPSC, but we need to unpack it. Using the password mypassword, extract it all to the same folder.
 
You are now ready to use the FPSC-2-AGK tool right out of the box. There are of course many other settings, hints and optimisation techniques that you can and should employ, all of which are delivered with the application as a PDF document. Following the simple process as it is laid out, you will have your first level running in AGK in under 30 minutes, it really is that simple!
 
FPSC-2-AGK
You can read more about the product and purchase it for download here. In the meantime, take a look at the instructional video which walks you through the process.
 
 
 

 

Gamer Developer Conference Round-up

GDC 2014

You may already be aware that The Game Creators headed stateside to be part of the Game Developer Conference 2014. Firstly, here's the Intel interview of Rick Vanner and the main reasons for being at this important industry conference. 

 

Lee Bamber has his report of the many of the things he experienced over the week:

We landed Monday night, straight to sleep, and back up Tuesday for a full day of presentations, meetings, setting up demos and then off to the pub for a swift half. Wednesday through Friday included booth appearances, two speaker presentations, meetings and of course a quick tour of the EXPO floor to see what's hot in 2014.

Lee at GDCI think this picture sums up my GDC week very well. On the face of it, it looks like Lee checking out the latest VR experience, a wires-free peripheral vision virtual reality running Android OS with full calibration-free head tracking all the way from London (amazingly I had to fly half way around the world to check out tech from my own backyard).

On closer inspection though, you will see that Lee is drinking a virtual beer. The combination of cool future tech and the perfect beer is very much the take-away from GDC 2014, and I was greatly honored to be part of it.

Lee at GDC

I made the most of my social feeding on Twitter which meant my blog was pretty silent for the week I was away. Naturally no development was made, but plenty of testing was done on several Ultrabooks plus a snazzy new device which was the size of a box of teabags and contained a full PC with Intel Iris-Pro graphics. This little brick ran my Reloaded demo at super fast speed, even though it was an integrated graphics device, and I was quick to learn that Intel are now dedicating about 75% of their available silicon on the latest processors to graphics! For Reloaded this means we are really hitting the mark when it comes to performance, and being best friends with integrated graphics means we are also best friends with low-end graphics cards too!

TGC at GDC

As much as I enjoyed my time talking shop during the event, I also enjoyed my occasional stroll around the EXPO floor looking at the amazing tech and learning of the incredible announcements. Had a chance to meet some of the guys and gals at PrioVR and try out their body suit, which in my humble opinion is a game changer you can only appreciate by using it. The announcements from CryTek and Epic are set to once again transform the ecology of game making solutions, and probably giving Unity developers something to think about too.

New hardware devices are coming thick and fast, and I managed to check out three new VR headsets as well. I wanted to try the Sony headset but the queue was a mile long, but by all accounts is as good as the new Rift DK2. I put my order in for DK2 as soon as I got back, and will be watching and waiting for what the Sony VR device does.

My personal impression was that GDC represented some of the best stuff happening in the games industry right now and it's cool to be part of it.

PrioVR - Suit Up, Game On

PrioVR

At GDC Rick and Lee found time to check out other FPS related technologies. PrioVR  is a product that TGC have backed on Kickstarter and was on demo at the show. They had a simple FPS game with Zombies that had to be taken out with guns or melee weapons. The combination of the PrioVR body motion controller and the Oculus Rift headset created a whole new gaming experience. Rick and Lee were blown away by this and can see immense potential for Reloaded support of this amazing device.

 

Competition - Just...One...More...Month to go

Google Nexus 10

The Prize

A brand new Google Nexus 10! The Nexus 10 is the dynamic ten inch tablet from Google. With a Super High Resolution Screen, all new multi-user features, immersive HD content and the best Google apps - Nexus 10 has something for everyone.

With a dazzling 2560x1600 high-resolution display and powerful graphics processor, Nexus 10 places you right inside the action with picture-perfect performance. 

There's just one month left to create your simplest yet most addictive game. Flappy Bird was both of these, but we know you can do much better. Read to the end of this article to find out how to submit your games.

The Theme

This is for all you Flappy Addict wannabes. Create a game that makes you want to have "just one more try". It must have only one level with no end, although it can get progressively more difficult. It can be based on the Flappy Bird concept, although we're looking forward to your original ideas. You're more likely to score high by being more original.

Judging 

The Judges will award points for simplicity and addictiveness amongst the usual criteria. We want the entries to be creative so the criteria is minimal. Complicated game rules or controls will not win you the prize!

Extra kudos will be awarded for:

 

The judges will be taking into account a number of factors including originality, graphics style and quality, gameplay, performance, replay value and other factors. In other words, you don't have to be really good at anything specific; there are enough facets for entries to show a well rounded game in many areas, or to shine in just a couple of them.

The Prize

A brand new Google Nexus 10! The Nexus 10 is the dynamic ten inch tablet from Google. With a Super High Resolution Screen, all new multi-user features, immersive HD content and the best Google apps - Nexus 10 has something for everyone.

With a dazzling 2560x1600 high-resolution display and powerful graphics processor, Nexus 10 places you right inside the action with picture-perfect performance. 

There's just one month left to create your simplest yet most addictive game. Flappy Bird was both of these, but we know you can do much better. Read to the end of this article to find out how to submit your games.

The Theme

This is for all you Flappy Addict wannabes. Create a game that makes you want to have "just one more try". It must have only one level with no end, although it can get progressively more difficult. It can be based on the Flappy Bird concept, although we're looking forward to your original ideas. You're more likely to score high by being more original.

Judging 

The Judges will award points for simplicity and addictiveness amongst the usual criteria. We want the entries to be creative so the criteria is minimal. Complicated game rules or controls will not win you the prize!

Extra kudos will be awarded for:

The judges will be taking into account a number of factors including originality, graphics style and quality, gameplay, performance, replay value, including the Ads network, any WIP thread in the forums and other factors. In other words, you don't have to be really good at anything specific; there are enough facets for entries to show a well rounded game in many areas, or to shine in just a couple of them. To be clear, the judges won't know what they are looking for in the winning game until it arrives on their desktop or mobile device. They are simply looking to be amazed. Remember, nobody envisaged the success of Flappy Bird.

The Deadline

Competition Thread

You have until the end of April 2014, giving you 8 weeks to create your entry. Deadlines of how to submit your game will follow. Check the Forums for the latest details and updates.

Works-in-Progress

Many of you have entered into the fuill spirit of the contest and created WIP threads to show us your progress, and encourage others to get involved. Here are just a few, anything featured here (or not) does not indicate the chances of winning.

 

Unnamed RunnerUnnamed Runner Holey Cow!

You're a cow, falling down a hole. You steer your cow to avoid crashing into the walls and you tap to collect points/bonuses 

Q: Haven't you spelt holy wrong?
A: Nope, you play as a cow falling down a hole; seems logical to me 

Swiped Out

A match 3 game like no other, that keeps you on your toes.

As the screen fills with abundant goodies, you have to swipe 3 or more of the same object to remove them. We've got jelly beans, nuts, fruit, balloons, vegetables, planets and more.

Mine Climb
 Battlezone
Battlezone

Many More Including:

Diablo The Prawn
Kayak: Escape!
 Chicken Run
Tap Tap Die!
Comet Bird
Happy Flap
We We Ghost

 

How to submit your game

As you already know, this is a community competition with a great prize provided by The Game Creators. As such, we don't have a dedicated server waiting to take your games via an elaborate online form. We're keeping it simple, in line with the theme:

 

Good luck with your entries!

 

 

Happy Chick

Happy Chick

In an an amendment to last month's article on flappy-based games, the author of Happy chick is actually Funnel7, apologies for the error. This alternative take on the game includes numerous other obstacles such as bees and dangerous terrains. It's also level based, so you can progress through the challenges without having to start from the beginning each time you pick up your device for a quick game. Again, you can download it now from Google Play.

Get it on Google Play

 


 

Naphier's Tips and Tricks - Online High Score System

This month Sean Mann returns with another tutorial. It is based on the methods used by his game Wordspionage, and relates to a number of questions recently posed in the forums.
 
In concert with the current competition to make an addictive game, we thought it might be a good idea to show how to set up an online scoring system. This tutorial will make use of AGK Tier 1 BASIC, PHP, and MySQL. You will need access to a server with PHP and MySQL capabilities.

To start, if you don't already have a server set up, you can install XAMPP (www.apachefriends.org) to your local PC. This could be used as your server, but you will need to allow access to outside networks which can be dangerous without the proper knowledge of security. I do suggest that you use XAMPP for testing before going to a live server. 
 

The database

After you have XAMPP set up you'll need to create a database and table for the highscores to be recorded in. For this tutorial let's call the database "high_scores" and the table will be "my_game". You'll also need to create a user for the database who has access to selecting (searching), and inserting the row. The table will need the following columns as a minimum:
 
Another thing about the database is that you might want to clean it up every so often to delete scores that are below the top 10 high scores. You can either automate this process or do it manually. The database should be fairly lightweight so it really won't need to be done often.

The PHP Scripts 

 

Did you know that PHP is a recursive name? The acronym stands for PHP Hypertext Preprocessor, containing the acronym within the name itself!

Now we've got the database all set up let's take a look at a simple PHP script that will allow your app to send data to the database. We'll call this script "scores.php". Because the code inthese examples is substantial, theyhave been extracted into text files for you to view and also to copy to your own implementation.

Click here for PHP Script #1

Note that this script checks that the score is a new high score and inserts it into the database at the same time. For a live application you might want to split this into two scripts: One that will initially check to see if the player's score is a high score and then report back to the app. The app will then ask for the player's name. Then finally you'd use the above script to insert the new high score. You'll also want to put scripts like this into a protected directory on your server so that they cannot be abused. You can also add other mechanisms to the script to check for unreasonable scores.
 

Sending the Data 

For the next part we'll examine how to send this data from your AGK app to the server. Here I'm assuming that you have placed the PHP script in a protected directory as I've suggested. For this example, the protected directory is called "myProtectedDirectory", the user for that directory is "myUserName" and the password is "myPassword".

Click here for AGK Script #1

The above function is a very basic framework and will need you to add in user interface elements and what to do when the different events (high score is good, not a high score, and error) occur. 

Retrieving the Scores 

Next let's take a look at how to get the high score data back to the application.
Create a PHP script called "getscores.php" with the following contents:

Click here for PHP Script #2


Back in AGK we will be able to fetch this string and output it with the following function. I used Chr(10) to separate each row by a new line which will allow it to be displayed easily in a Message() window. You may want to use something different and implement AGK's GetStringToken() function to parse the data to your needs.

Click here for AGK Script #2


Get your Game Scores Online
Notice that the function GetHighScores() is very similar to SendScore(). If you plan to use HTTP connections in your program, you'll likely want to separate out the first 21 lines of those two functions into their own function. The GetHighScore() function is very basic and needs a bit of polish before it is ready to be used in a game, but it serves its purpose for this tutorial. Another item you may want to consider is what to do when a player might have more than 1 high score in the top ten. On old arcade games this would likely just allow them to have multiple entries on the list which might allow them to dominate the list. Instead you might want to first check the database for that user's name and then only update their score if they beat their last high score. Another consideration to make is whether you want to censor user name entry. Since the list is public you probably don't want a bunch of vulgar names showing up on the list. Ban builder is a very simple and easy to set up filter that will allow you to censor name input. It takes less than 5 minutes to set up. Also make sure to look over the word list before making it live because there are words like "hell" in there that might be a part of someone's name like "shelly".

Although the easiest and safest way to maintain an online high score system is to use your own server, there is at least one free alternative that I know of: Google Docs. With Google Forms you can set up a form that will allow you to pass data to it via a post method which will store the data in a Google Spreadsheet. You can then turn around and query that spreadsheet via a URL. An example of querying by URL is given here. To send data to a Google Form via post you'll need to create a form and then determine the form's key and closely examine the source for it to to find the names of the post variables. The response from the query will be a json string which means that you'll need to do a bit of parsing to get at the data you need. While Google docs is an alternative to having your own server, it is likely a bit more work to get it up and going. It may also be subject to abuse by users if they are able to gain your spreadsheet's access key. 

There are also some cheap servers out there that you can get. Digital Awakening on the forums brought One.com to my attention. Right now it appears that they're offering one year free which includes a domain registration plus a small setup fee. Quite worth it if you're just looking for a small server to handle things like scoreboards. Phaelax from the forums has also made a free online high score system available to all here.
 
About the Author 
This tutorial is presented by Sean Mann, a regular contrinbutor to The Game  Creators forums (as Naphier) and author of Wordspionage and Dfenz. You can read more about his company and Wordspionage in this recent interview.

Refender - A Classic Remake

Refender

 

Last month we featured Refender, developed by Ray Norrish (nzo) as a remake of the classic retro Defender game. Being very true to the original, it has attracted the attention of Eugene Jarvis and Larry DeMar, the original writers of the game at Williams Electronics. There are plans afoot to make cabinet versions of the game for collectors and outlets, with this remake as the core of the project. This month Ray gives us an insight into the explosion system used by the game.

 

The Refender Explosion System

The explosions/teleports in Refender underwent several changes to improve performance. Initially, the explosion particles were made up of 5x5, 3x3 or 3x5 sections of the original sprites, but I noticed that single coloured sprites are much faster, so I modified my generator to use single coloured sprites which are averaged from surrounding pixels. The data for the explosion is stored as an RGB value for each fragment, rather than an actual sprite image. This also means that the new explosion generator doesn’t generate sprites with no colour data, again improving the performance.

Refender Explosions 

To make the actual explosions, I pre-calculate the x and y increments over 64 steps as below, where xoff# and yoff# are the offsets from the centre of the pixel array. This plots a course away from the origin to a point elsewhere (imagine drawing lines from the middle of the individual sprite grid out, to make a star pattern).

 

xoff#=40/-2
yoff#=40/-2
for x=0 to 63 step _gFragDivisor
  x1#=xoff#
  y1#=yoff#
  z#=sqrt((x1#*x1#)+(y1#*y1#))
  // explode model 1 - equal expansion
  z1#=z#/8.0
  FragmentExplodeOffsets1[x].ExplodeStepX#=(x1#/z1#)*0.055*z1#
  FragmentExplodeOffsets1[x].ExplodeStepY#=(y1#/z1#)*0.055*z1#
  // explode model 2 - circular expansion
  z1#=z#/18.0
  FragmentExplodeOffsets2[x].ExplodeStepX#=(x1#/z1#)*0.04
  FragmentExplodeOffsets2[x].ExplodeStepY#=(y1#/z1#)*0.04

  xoff#=xoff#+5.0
  if xoff#=20.0
   yoff#=yoff#+5.0
   xoff#=40/-2
  endif
 next x

 

Mixed 2D and 3D system

This was quite interesting to do as it adds an interesting spin to 2D games and unlocks a whole lot of extra capability for this, a 2D scrolling shooter.

In Refender, the play area is 8 screens wide (1024x8)=8192 pixels and then wraps around. To wrap it around, you actually have to repeat screen 1 at screen 9 and screen 8 as screen 0 to allow for wrapping. I found that the AGK viewport options were insufficient for this game, so I made my own system for this. You would need to set all of your sprite positions in their own arrays and use a placement system to place them in the world, as screen 9 and screen 0 are not really screens at all, so you would need to calculate a virtual position vs an actual position on the screen.

To match the 3D world with the 2D world, the camera view needs to track the horizontal position of the scrolling world. Imagine a camera on a dolly which can move left and right, always looking straight ahead at a projector screen if you like, which exactly matches the real screen.

Refender

The trick to match up the 3D drawing area with the screen requires a function similar to this:

function WorldCamera()
 mx#=-512.0 // based upon a 2D x-res of 1024
 my#=384.0*0.75 // based upon a 2D y-res of 768 multiplied by the aspect ratio
 SetCameraPosition(1,gABSWorldOffset#,GetCameraY(1),GetCameraZ(1))
 SetLightPointPosition(1,gABSWorldOffset#,GetCameraY(1),_
      GetCameraZ(1)+696.0)
 for Index=0 to 8-1
  if Praxis[Index].SlotUsed=1
   SetObjectPosition(Praxis[Index].ObjID,GetCameraX(1),GetCameraY(1),_
      GetCameraZ(1))
   px#=GetCameraX(1)+mx#+OffsetAdjust(Praxis[Index].xPos#)
   SetObjectPosition(Praxis[Index].ObjID,px#,GetCameraY(1)+my#-_
      (Praxis[Index].yPos#*0.75),GetCameraZ(1)+696.0)
  endif
 next Index
 for Index=0 to 20-1
  if Billboards[Index].SlotUsed=1
   SetObjectPosition(Billboards[Index].ObjectID,GetCameraX(1),GetCameraY(1),GetCameraZ(1))
   px#=GetCameraX(1)+mx#+OffsetAdjust(Billboards[Index].xPos#)
   SetObjectPosition(Billboards[Index].ObjectID,px#,GetCameraY(1)+my#-_
      (Billboards[Index].yPos#*0.75),GetCameraZ(1)+696.0)
  endif
 next Index
endfunction

In the function, gABSWorldOffset# is a calculated value which takes into account the fake screen 0 and screen 9 and returns a real position of between 0 and 8192 (instead of a number between -1024 and 9216) which is 10 screens wide.

The two loops process any active praxis objects (the exploding rings) or billboards (which are 3D plains used simply to hold a texture pointing at the camera). The positioning ensures that the 3D object remains in the 2D space by positioning the object first at the camera itself, then a relative position away from the camera.

The OffsetAdjust function is a global function which positions any object using the same rules as gABSWorldOffset# and the 696.0 is a magic number I settled on for how far on the Z axis I wanted to draw the 3D items.

You are also able to control the drawing depth of 3D in relation to the 2D sprites, although all of the 3D must go into a single layer.

The game also features a number of other unique elements including an advanced sound system which has programmable echo, reverb and phasing. There is also a special queuing system which allows individual sound effects to be stitched together, such as separate words for sentences.

 

 

 

Forum Thread

You can find out more about the game and download the latest beta on the game's website. If you want to feedback and keep up to date on the forums, the thread can be found here.

 

 

Indie Graphics Builder 2

If you are dedicated to making great looking 2D games in AGK or DarkBASIC Professional, then then Indie Graphics Builder is a good way to shortcut the sprite-building part of the development process. Using thousands of components, you can quickly build unique props and backgrounds. IGB Phase 2 is now on Kickstarter, with just over 2 weeks left to reach the goal. Pledging to this kickstarter at $79 nor more will entitle you to the 9,000 graphics from the first version of IGB, including action, adventure, science fiction, platformer graphics and more. 

 

 

IGB 2

Check out the Kickstarter and make a pledge if you want one of the biggest libraries of 2D media to be found.

Sprite Pack

When you've got your sprites and 2D images designed and ready to go, you'll need to make sure they are easy to implement and package. This is where Sprite Pack comes in, a tool for creating and editing sprite and tile sheets. With its clean interface and powerful tools, a once time consuming task is now a breeze.

Key Features:

Sprite Pack

Sprite Pack is available to purchase directly from Black Rain Interactive, with full product details on the website.

The TGC YouTube Channel

Youtube ChannelHave you visited the TGC YouTube Channel yet? You may be surprised:

Youtube ChannelTake a look at our channel now, and make sure you hit the subscribe button to stay up to date with new video uploads. Very often you'll get advanced previews of upcoming news.

Keep up to date with TGC on Facebook & Google+

Find us on Facebook to discover more about The Game CreatorsJoin over 6,200 fans on TGC's Facebook page to keep bang up to date on news, user projects from the forums and discussions.

We're keen to hear from all our avid users and we always love to hear what you've been up to with the tools we sell. So if you have something you want to share with the wider TGC audience why not post it into the TGC Facebook page?

FPSC Reloaded

FPS Creator Reloaded on FacebookThere are now over 1,800 fans discussing Reloaded on our Facebook page right now. Whether you simply want to see the update and progress news as it is released, or get involved in technical discussions about LOD, Light and lots of other topics, sign up to this page today to be part of it.

 

App Game Kit 

You can join in the Facebook discussions in our AGK group page with over 570 members and we have a new AGK Facebook page.

 

Google+

You can also follow our products on Google+ 

TGC on Google+

FPSC Reloaded on Google+

App Game Kit on Google+ 

 

 

 

"There are no traffic jams along the extra mile." -Roger Staubach

This is how the Reloaded team are thinking when it comes to polishing the development!