Plug-in

So I was wondering about the concurrency aspect. It’s really interesting but I’ve been trying to imagine an actual real world application for this. In your robot demo, obviously each of the robots would be an AI and act on its own. Say one sees the player, runs towards player, another sees player, runs towards player as well. This happens with concurrency pretty much by design. Which one arrives at the player first? Does it even matter? If it does I can just create an event or somesuch and handle whatever needs to happen then. Same thing with the second robot. There’s no case I can think of where I would want to make 2 objects moving concurrently from code outside of those objects and then using your race condition for example, making one object “cancel” (stop moving?) if it didn’t get there first.

I might just no be thinking out of the box enough. do you have an actual real world example maybe?

Found an example here actually: t/butterflies-are-skookum/282

Sk Interactive audio

The audio teams at United Front Games used to author their interactive audio and they loved it. Several audio designers used as one of their main tools - every mission had an associated interactive audio script.

Those teams (Sleeping Dogs and Triad Wars) used Wwise by Audiokinetics and a custom engine (not UE4) that was hooked into .

The UE4 plugin is hooked deeply into Unreal and it may have everything that you need to do sophisticated interactive audio. I don’t know if someone has done interactive audio with Sk+UE4 but it should be very doable.

Sk on Apple Macintosh

The SkookumIDE currently is only available for MS Windows. We are updating its user interface in the new year and part of that will be getting it to run natively on Mac OS/X (and Linux).

Until then you may be able to run the SkookumIDE on a Mac using a MS Windows emulator. People have done this successfully in the past. (I don’t know about recently.)

Once the Mac runtime is available and if you have a Windows PC you can also run the SkookumIDE on it and connect to Sk+UE4 running on a Mac.

We may also make a simple command line compiler for Mac OS/X so that you can still work with natively on a Mac before we have the full SkookumIDE ported to Mac.

The Mac OS/X runtime (for a game rather than the SkookumIDE) is being tested right now and it looks good. We will add it to our list of supported UE4 platforms soon.

As soon as we are supporting on the Mac we will let you know.

Good news, thanks! looking forward to it.

Joined the BETA and I have to say anyone who hasn’t should really try out the language. The more I looked into it the more readable the syntax became and actually using it compared to Blueprint and C++ it felt really less chunky and cluttered. Definitely something to consider contributing yourself into for the long run as it will be rewarding to have a head start into a language that will make gameplay programming far more simple and fast. Even better is the helpful developers behind it all that still improving the language for Unreal Engine 4. :slight_smile:

Although a little rough to start using, it is again, rewarding for learning and it’s really easy to remember.

Glad you are having a good experience and thanks for the words of support!

We really are putting our everything into this.

It is already a useful tool that you will be surprised that you were able to work without it.

We can’t wait until you see the amazing stuff that we have planned. :cool:

Thanks to Agog Labs’ resident “,” you can now package and publish your game for the Mac OS X platform!

/blog/2015/12-08–games-now-mac—able/

Woo great news

is returning to the Game Developers Conference, March 16-18 in San Francisco. Drop by our booth for a mind-blowing demo!

/blog/2016/01-07–returning-to-GDC/

Schmooze with creators at the BC Tech Summit in Vancouver Jan 18-19

The BC Tech Summit is on at the Vancouver Convention Centre West on January 18 and 19. Agog Labs CTO Breyer (left) and CEO (right) will be in attendance—if you see them, say hello! They are impossible to miss in their iconic lab coats:

See you there! More info on the blog:

/blog/2016/01-14-bc-tech-summit/

Have us showcase your project at GDC

We are putting together a very splendid and worthwhile demo reel for our booth at the 2016 Game Developers Conference Expo (March 16-18 in San Francisco)—and your project could be showcased by the mad computer scientists from the team!

If you would like to participate, send links to preliminary stills, video, and other compelling evidence of your project’s skookumness to pr@AgogLabs.com by Monday, February 15. We will notify you by Thursday February 18 if we are interested in showcasing your project, and send you the specs for your final submission. Final submissions are due Monday March 7. We look forward to marvelling at your sheer brilliance!


Your scintillating project could be showcased on these superbly skookum screens at GDC 2016.

/blog/2016/01-15-GDC-showcase/

All kinds of cool! Can’t wait to try this!

for friends of

We have a limited number of coveted Game Developers Conference Expo passes (a US$249 value!) to benevolently bestow upon friends of . That’s right, you—yes, YOU—could attend the world’s premier exposition for professional video game developers, on us! (The GDC Expo is March 16-18 at Moscone Center in San Francisco; you would be responsible for your own travel, accommodations, meals, pet-sitting, and other expenses.)

To apply, simply harness your powers of persuasion and email pr@AgogLabs.com by Monday February 15 with your compelling reasons why you and/or your project are sufficiently skookum to deserve a coveted GDC Expo pass. If your application causes the mad computer scientists of to giggle with megalomaniacal glee, a pass will be yours! Muahahaha!

Successful applicants, supplicants and mendicants will be notified by Thursday February 18.

In other exciting GDC news, you—yes, YOU—could have us showcase your project at GDC! Details at /blog/2016/01-15-GDC-showcase/

creator joins Global Game Jam Victoria panel January 30

Global Game Jam Victoria is on January 29-31, and creator will be there to join the “Local Game Development, Global Thinking” panel on January 30.

Conan’s co-panelists will be KIXEYE Director of Product Management Tyler Black, Gamehouse Canada Executive Producer Dan Bourdage, and Hololabs President/CEO Mike Wozniewski. The panel will be moderated by Tihor of Ironic Iconic Studios. Don’t miss this once-in-a-lifetime to see Conan and these four specific other people discuss the challenges of developing for a worldwide video game market!

2016-01-29_GlobalGameJamLogo.png

The Global Game Jam is a yearly, 48-hour video and board game-making jam hosted in cities around the world. The “Local Game Development, Global Thinking” panel will take place Saturday, January 30 12:20 p.m. – 1:30 p.m. at Fort Tectoria (777 Fort Street). Global Game Jam Victoria is open to everyone; tickets are $20 for the full weekend.

See this post on the blog: /blog/2016/01-29-global-game-jam-victoria-panel/

now supports Android—androids everywhere rejoice!

Today is a big step closer to world domination, as our latest beta release extends support to the Android operating system!

Just think of all the mobile devices whose lives will be immeasurably more skookum when code is coursing through their circuits.

The SkookumDemo robots are gleefully running amok on an Android tablet (nVidia Shield K1). Look at all the fun they are having, thanks to the wonders of !

More details on the blog: /blog/2016/02-03–android-support/

Full details of our latest update on the : t/3-0-2234-beta-brings–to-your-android-device/518

Hi,
If I buy a blueprint asset from Unreal’s asset store, will I be able to call its blueprint functions from inside a ? If so, what is required to make its blueprint functions accessible? Or does auto detect custom blueprints?

Hi,

You can expose functions as Blueprint event nodes to any Blueprint event graph. You can then up hook any other Blueprint node to the event node, for example a Blueprint function from the asset store.

You can find a short introduction to our Blueprint graph integration in our UE4 plugin demo video at beginning at 1:42.

In addition to this functionality, we are also continuously improving and its integration into Blueprints. For example, we plan to tackle Blueprint event dispatchers very soon as well.

Let me know if you have any more questions! You are also welcome to join our at http://…com/ for more information and latest news and updates!

Best,

That’s really cool. Thank you.

creator joins Discover Tectoria panel Feb 19

Just when you thought it was safe to blithely wander into your local technology expo, the mad computer scientists of strike again!

creator will be participating in the “Video Games IRL” panel at Discover Tectoria 2016, February 19 in Victoria BC. More info on the blog: /blog/2016/02-17-discover-tectoria-2016/

I have been playing with it. You guys are geniuses. I love it. This is exactly what I have been looking for YEARS!
Granted some studios have scripting languages internally but to have something like this “out there” is amazing!

I hope you the best!

Yes, is faster than Blueprints in comparison tests that we have made.

Compiling is lightning fast - big AAA projects with 8000+ scripts take about 3 seconds. You can also live update portions of code like individual classes rather than compiling the whole class hierarchy.

For clarification, compiles to a binary intermediary format that is loaded up in the runtime as C++ structures - it does not convert the script code to C++ and then compile C++. It is nearly as fast as native C++, though much more flexible which allows you to do some amazing things and to have workflow with instant turn-around. Some of the bindings are auto-generated by crawling through the Unreal Engine C++ code and that does generate C++ code. Though these C++ bindings are only generated as needed - when you are working with and modifying scripts no C++ code is generated or compiled.

In summary, is super fast - for your workflow and while the game is running.