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Author Topic: General Questions  (Read 458 times)
blueFire
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« on: November 20, 2010, 07:38:19 PM »

I am am taking a serious look at the GameCore engine but I have a few questions.

1.  How far down the road will it be able to create games for the Android, IPad, IPhone and other IPlatforms?  Will this ability be available on the Indie (free) package or only available on the Pro ($1499) package?

2.  Are "game kits" available or planned for the near future?  By game kits I mean plug-ins designed to make creating certain types of games easier by providing scripts, a working framework and possibly some assets for different types of game.  While I am particularly interested in kits for Role Playing Games and Real Time Strategy Games other kits that cover other genres are welcome and wanted as well.

3.  Can the engine import and use AS3 API files such as those used by Mochi and Fizzy.com to use leaderboards, add serve technology, micro in-game payments, etc...?

4.  Can the engine access and use external .dll files?

Thank You,

Jason
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blueFire
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« Reply #1 on: November 23, 2010, 12:47:24 PM »

Anyone?

Jason
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pixel_legolas
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« Reply #2 on: November 24, 2010, 09:05:43 AM »

Hi! Sorry that noone is replying to you and I have limited knowledge but some I can answer:

2. There are game kits now, a car game framework made by the creators of gamecore, and there is a RPG framework if you take a gamecore course by vmach media:

http://www.3dgamecourses.com/

3. When it comes to leaderboards the only thing I know is that the off-road racing includes all the features for online stats, login system etc, and is available to "somewhat" look at in the demo.
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BigDaz
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« Reply #3 on: December 07, 2010, 05:48:01 AM »

Yes sorry for the lack of support.

With regards number 4. At the present time no but this was posted about what will be included in the next version -

- new plugin system that allows you to create & link in DLL's to expose your own custom C++ functions to script.  Basically any function that you expose in your DLL's interface (using the stanard dllspec header files) is directly accessible from script.  This is the first pass in the plugin system, designed specifically for integrating custom AI / networking libraries (and much more) & will be expanded in the future.
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