[RELEASED] Axis Game Factory PRO, AGF PRO v01.0, for PC, Mac and LINUX systems!

Axis Game Factory PRO, AGF PRO v01.0, for PC, Mac and LINUX systems!

AGF PRO v01.0 is a comprehensive tool-set designed to provide game developers with a powerful and rapid level creation, terrain/vegetation editing, lighting and atmosphere system.

AGF is a standalone product, designed to work in concert with the Free and Pro versions of the Unity 4 game engine. AGF PROv01.0 runs on the PC, MAC and LINUX systems.

AGF empowers gmapsame designers and developers to rapidly create game , sculpt terrain and design levels quickly and easily. With over 500 assets already stocked in the warehouse, along with 28 pre-set themes and 8 sample maps, developers can begin creating levels in minutes. AGF includes all of the necessary plug-ins, scripts and shaders to allow all Unity4 users the ability to import AGF scenes into Unity4. Exporting original asset packages (AGF packages of your original assets and/or models) for use in AGF is supported only with the use of a Unity4 Pro license.

AGF is specifically designed to be an effective, easy to use production extension tool for use with Unity4 and is not intended to replace Unity4; however, AGF does not need Unity4 to run. AGF is a fully “stand alone” application. AGF PRO v01.0 is a level/map editor. AGF PRO v01.0 is not a game engine or game creation framework.

AGFPRO Sample Videos:

Tutorial Videos:

Importing of scenes made in AGF into Unity4 (Free and Pro) is supported through AGF tools that are included with the product to allow AGF to Unity integration as effortless as possible. Imported AGF scenes are analogous to any other scene made in unity. Allowing users to use, edit or append the scene as they would any other scene made in Unity.

All scripts and batch processing tools that are necessary to export additional and/or original asset packs for use with AGF are inherent to AGF; however, this feature is exclusively supported only with a Unity4 Pro license.

Once assets are exported using the Untiy4/AGF batching the assets are available in AGF without having to go back into Unity4 and developers can complete their map creation from AGF.

MULTIPLE OS INSTALLATION WITH EACH PURCHASE - AVAILABLE FOR FREE!
AGF is currently distributed on the Unity Asset Store as a single OS purchase. If your needs require multiple OS installations on a per user basis, please send us your invoice information and we will gladly make the additional version(s) available to you at no extra charge.

Send invoice information (proof of purchase) to matt@axisgamefactory.com

CLICK HERE TO BUY AGFPRO ON SALE NOW ! ! ! Only $75.00us

AGF FEATURE LIST
AGF DEMOS
AGF Installation PDF
AGF Quick Start Tutorial (WIP)
AGF UNITY (WIP) THREAD
AGF Google+ Community
AGF Facebook Page

This looks incredibly useful for modding. Any chance you plan on exposing an api for the AGF files? Would be very useful for networked games that are using their own custom game servers to extract collision data, navmesh, etc…

I am glad that you thought of that. The AGF scene loaders are available in the product. If you download the demo you will see external players that load the AGF scene format. This demonstrates your question. I plan on making a consumer version that could be used for modding any game made to use AGF scene format and asset packs at a much lower price point.

This is from my AGF (WIP) Thread

Wow that’s really impressive, I’m going to have to check this out when I get some time.

AGFPRO FAQ(s)

(Q)Can this be transferred to the unity editor as well or it is only within the AGF?
(A) YES and NO. Unfortunately this is not an easy answer. I will do my best. What you mention seeing in our videos is all built into AGF in its internal and external players. The player character,animation and controller/camera code as well as the particle effects and audio are all embedded into AGF as examples to demonstrate what you could do if you took the time to make an external player for AGF that had our AGF scene loading code implemented, those assets are all available from their respective publishers from the UAS. The source for those assets is NOT available in the purchase of AGF nor can it be used in an original game title unless you purchased them as we have and used them for YOUR GAME, application or AGF enabled player.

Our AGF scene loading source code IS INCLUDED in the purchase and is available for you to use in any project that you create and or sell without any further compensation to us. There are 3 examples of external players in the demo that demonstrate how it would work. The tree destruction and terrain deformation code that makes indentations into the terrain from magic impacts IS INCLUDED in the AGF Scene loading source code-set but it is not as well defined as we would like and we are in the process of cleaning all of that up. It is possible to use obviously, but would require some skill on your part implement properly, in its current state. As we get these parts of the offering formatted and documented properly we will provide updates at no extra charge.

NOTE: The file browser code we use to load AGF scenes at run time is a modified version of the “UNI file browser” we do not include the code for that as it is also it’s own product available from the UAS. That would have to be a separate purchase on your part.

AGFPRO1.0 allows you to easily create maps and game levels and allows you to Import those maps and the packaged assets into UNITY free and Unity PRO
AGFPRO1.0 allows you to create “prefabs” from multiple assets that you can use in your level creation. Prefabs are also saved in the scene file as well as imported into UNITY with the AGF scene loader tools.
AGFPRO1.0 allows UNITY PRO users to create custom asset packs for use in AGF quickly and effectively with batch processing tools.
AGFPRO1.0 is NOT a game engine or game framework of any kind. Look at as AGF as an advanced level/map editor. In future updates (AGFPRO2.0) we plan on making game frameworks. I have not determined when these frameworks will be available nor have I determined what kind of games they will support.

(Q) How easy is it to replace that character with another? (for example the advanced character controller you can find on asset store)
(A) At the point you import a scene made with AGF it is like any other unity scene. You can make additions, changes, substitutions or add any code to it as you would any other scene file. So making your rpg game or adding the advanced character controller you mentioned is not any more difficult then it is normally in Unity.

(Q) How easy is to change the sky and lighting from AGF with the UniStorm asset?
(A) Once the scene file is in Unity it is like any other scene file. You can make any changes that you want. The lights are all there. The Skyboxes are all there. You only need to swap them or edit them as usual.

(Q) How easy is it to change your GUI with the NGUI? Are there any special characteristics in your GUI?
(A) When you get an AGF scene file into UNITY there is no GUI. You can use what ever means you want to create the GUI for your game.

(Q) Is there a way to import it in my AGF as an asset?
(A) Yes, We have batch exporters “AGF Asset Packager” made, that run out of UNITY

(Q) Can I import meshes and other 3d models in AGF and use it as assets in build mode?
(A) We call it prefab mode now, but yes. The asset packager tools we made work in for all the assets that AGF can use. These are the same tools I use to make the models for AGF that are already in the software.

(Q) What is the role of AGF in game making?
(A) AGF is made with UNITY and is a stand alone application. AGF is NOT a plug-in, AGF does NOT need unity to work. You can create terrains, lighting, prefabs, vegetation, atmospheres, presets and scene files. You only need Unity to import the scenes made with AGF. You can make your game as you like. AGF does require a UNITY PRO license to create custom/original assets or add assets that you may buy from the UAS and package them for use in AGF.

(Q) Can I consider it as a side-tool of unity for making levels?
(A) If you could for me please try to look at AGF as you do MAYA, BLENDER, or even PHOTOSHOP. You make a “thing” in those packages and you use that “thing” in UNITY to make your game.
AGF scenes and assets should be viewed in the same manner.

(Q) I don’t see enemies, AI characters in the videos, or moving platforms or puzzle game-play.
Is there some enemies AI to seek player and attack it ?

(A) You can place enemy characters in the demo. Link:Dropbox - Error - Simplify your life
We have a very simple AI feature in AGF that locates and attacks the player character. The player character can also attack and inflict damage to the AI character. When the AI character dies it then re-attacks (re-spawns) from the location of the “monster Locator” (under the “special” tab of the warehouse in AGF) The simple AI we made in AGF is used as an example of what you could make in YOUR GAME. The code we use in AGF to do this AI is NOT part of the UNITY code that is included in the product.

(Q)Or enemies must be made by ourselves and AI coded in Unity by ourselves and moving platforms, doors, puzzles is also to be done in Unity like AI characters ?

(A)I do not believe it is written or stated anywhere that there are AI enemies,moving platforms, doors, puzzle code as part of the product that would be able to be imported into Unity from AGF. Please point any information out to me if this statement is incorrect. You could make assets like you have mentioned and place them in AGF but our internal players would not know what to do with those assets. If you would like to make assets like you have mentioned work from an AGF scene file. You could make your own players to load the AGF scene format. We include in the product all the code needed for you to read the AGF scene format into YOUR GAME. Please understand that making a custom player for AGF is not needed to make levels and maps in AGF. There are two internal players built into AGF and three external players (stand alone apps) that you can use to run through and explore the maps you create in AGF.

Furthermore. I would like to point out that there is no coding needed to import AGF Scenes into Unity. We provide you with all the needed tools and scripts to get assets to and from AGF.

(Q) Are moving platforms,puzzles , doors systems included in AGF ?
(A) Not at the moment. We intend on adding those features in future releases but I can tell you exactly when they will be available.

(Q)Can we sell a game made with AGF ? (containing AGF models and textures)
(A) Yes, All the assets that are available for use in AGF are also available in the download that you would get when you buy it. I provide you with all the source files. So you can use them in any game without any copyright issues. The only exception to this is that we do not provide you with the character, animation or character controller code that we have embedded into AGF.

(Q)Can we make some game using AGF, then import it in Unity, then modify anything and sell it has an independent game?
(A) Yes.

(Q) I mean there is no royalties, we do what we want commercially using AGF and it’s 3D content ?
(A) Yes.

(Q) Indeed what is not authorized is i think to resell AGF 3D models or textures in some 3D packages.
(A) Correct.

You could make standalone Players for use with AGF and redistribute those as you wish. We provide you with the source code to load our scene format at run-time without having to go through UNITY. Any CODE made in this scenario must conform with all the Unity regulations and contracts they have in place.

I also invite users of AGF to make custom art already packaged for use in AGF and sell it on the UAS. All the tools to make “original” asset packages are available in our tool set. Any ART made in this scenario must conform with all the Unity regulations and contracts they have in place.

Here is the link to the feature list for AGFPRO1.0
FEATURES
Here is a link to the latest demos available so you can try AGF out.
DEMOS
Here is a link to the installation PDFfor AGF it may also answer some questions you may have. Dropbox - Error - Simplify your life
Her is the link to the Tutorials page.
Tutorials

New AGF builds are up on the Dropbox
Many bugfixes.
Additional error handling has been added for loading asset packs/scenes.
Radial Menu: Renamed “Copy” to “Pick”.
Geometry Brush: Changed activation from clicking on the window itself to clicking on a button within the window.
Controls Window: Now properly displays all available shortcuts.
Camera: Added additional camera controls: Up/Down: Change elevation. Right/Left: Look. -/+: Zoom.
“Models” have been renamed globally to “Prefabs”.
Added “About” window to main menu.
Help text added for many operations.
Asset packs may now be unloaded in-game without damaging the scene file.
Prefabs/Scenes only make a dependency with the asset packs they are currently using. (Rather than all that are currently loaded.)
All prefabs contained within a project are now loaded by default when opening the project.
Scene Loader:
Replaced .ma files with .fbx files.
Error handling for loading asset packs/scenes.
Asset Packager:
Terrain Textures now by default are set to Read/Write enabled.

DOWNLOAD NEW DEMOS HERE ! ! !

(Q) How do you move the grid and flatten the terrain to the grid?

(A)Where ever you place the cursor and tap the “tab” button the grid will snap to that height. If you hold the space bar down while pressing and holding the LMB, The terrain will flatten at the grid height. As you either tap or press and hold the (“v” for down and “b” for up) buttons it will move the grid. Moving the grid while also holding the space bar down and pressing and holding the LMB allows you to create the switch backs as you drag the brush around. Same as in the video. The soft round brush works best for me. You can experiment with all the brushes to see what you like. All of these short cut keys are now documented on the controls menu (F2) I am not happy with the way that the menu works yet, but they are all there.

Hi

EDIT EDIT: sorry did not see the PM, sent u a pm:)

Thanks

Hans

The link has been sent to you… Have Fun

Did you get the link? I sent the PM to you so only you would get it… Please feel free to ask any questions you may have…
In the future you can get me by Matt@axisgamefactory.com

Thanks,

Matt

Hi Matt

Yes got it thank you very much

Thanks alot

Hans

In this video I go over the basics on how to use AGFPRO 1.0

Overall Workspace
Basic Window Menus
Radial Menus
Multiple Camera Navigation Controls
Simple Grid Features

http://www.youtube.com/watch?v=P-GKgu976as&feature=share&list=PLsil93IKTKGXz4RrIJ0t ZmWm4YHtd97Wx

This looks great! How long will the price be only $100? Is this the sale price or regular price?

Thanks

Thank You!

I lowered the price hoping to sell more copies. I have almost a year invested in the product and I really would love to recoup the investment.

Please don’t hesitate to ask me any other questions you may have.

Thanks for the quick reply. Sold!!!

You just made my night!

Thank you very much,

Matt

Your welcome! I look forward to playing around with it tomorrow.

Best

hi im interested, looks good, testing demo now, wht is difference between pc 64 bs pc 32 i guess on is 32 bit version of tool and one is 64 bit version of tool. both being equal does stuff created with 64-bit version work with unity 32-bit games? i would think so, but just checking since i dont want surprises down the road.

also for $100 you get all the prefabs/textures i see in the warehouse?

little bug

first time i ran it i got popup with that the asset

C:\Users<username>\Documents\Axis Game Factory\Asset Packs\Default_w.unity3d

does not exit

kill it ran again and this time it started…

so little bug