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GAME CREATOR MANUAL

Courtesy of CatSoft Studios. Official manual

Game Creator is a set of tools that will help you kickstart your game in matter of minutes. It comes packed with ready-to-use fully animated Characters, a flexible high-level Scripting Language, a complete save & load system with global, local, list variables, and much, much more! On top of all these, Game Creator also comes with a state-of-the-art Module Manager that allows to create, distribute and update extension packages. For example, the Inventory module allows to add a complete (...) suite

Actions: List of instructions Conditions: Branch to different Actions depending on certain conditions Triggers: Respond to events and call Actions and Conditions Characters: Fully animated (and customizable) Non-Playable Characters Player: Same as a Characters but this one is under the control of the user Camera Motors: A collection of cinematic camera behaviors that can be switched between them. Variables: Allow you to store world information Hotspots: Give the player a reaction (...) suite

Game Creator has a collection of built-in tools that allow you to not only develop games faster, but also develop tools for making your games and extending our framework to your needs. suite

ADDITIONAL MODULES
A wide collection of additional modules.

Variable storage, networking management for multiplayer mode or server-side database integration. All system modules can be found here. suite

Give several classes or abilities to your player. According to your gameplay, should he be more a brute, an archer or a magician? suite

A wide usage of variables to make rich user interfaces. suite

SHOWCASE & DISCOVERIES
Glance at community activities.

Filter by additional modules

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Braverz
  • Braverz

    5

    kinda like what I’m doing with my game Braverz.. this is all made with GC and photon

  • Carth
  • Carth

    5

  • Deathbed
  • Deathbed

    2

    PLAY THIS GAME ONLINE
    STORY
    You are a wealthy old man seeing how your days come to an end. Your viperous family is waiting (...)

  • Defnite
  • Defnite

    5

  • FetaKnight experiments
  • FetaKnight experiments

    5

    FetaKnight search his inspiration in the Devil May Cry combo’s
    Here are some combos studies and magical effects.
    And here (...)

  • Makoto
  • Makoto

    6

    Hey all I just produced the first video of the product my team and I have been working on, an Action/RPG titled "Makoto". We (...)

  • Simple Horror Game
  • Simple Horror Game

    3

    Hey all I just want to show off what I was able to make in GameCreator in a little under a week. This tool is incredibly (...)

  • Sketchy Adventures
  • Sketchy Adventures

    6

    From the moment You enter the world of Sketchy Adventure You will find out that the so called bird temple has been opened (...)

  • Slash or Burn
  • Slash or Burn

    5

    Deep in the Dungeons of Fire, there will be many Foe, each waiting to battle with you. Some more mighty, and with more skills (...)

  • The Investigation
  • The Investigation

    3

    SUMMARY
    The Investigation is a small third-person 3D point and click room escape adventure where you take the role of (...)

  • Wirbus watercolored universe
  • Wirbus watercolored universe

    3

    Wirbus live in Poland. He works hard on a personal project. A top down adventure game. His central character makes an inquiry (...)

  • TUTORIALS, GOODDIES & RESSOURCES
    Glance at community activities.

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    Levels and XP
  • Levels and XP

    9

    Until now everything’s been quite simple, right? Let’s spice things up! One of the most frequently asked questions is how to (...)

  • Lockpicking
  • Lockpicking

    8

    If you are reading this means you should already be an expert using the Stats module. This time we won’t be covering a new (...)

  • Poison Status Effect
  • Poison Status Effect

    8

    The Stats module comes with a great tools to create any kind of Status Effect. Here we’ll learn how to create one of the most (...)

  • Regenerative Mana
  • Regenerative Mana

    8

    A lot of games feature some kind of regenerative gauge. It can either be health after a short delay of not receiving damage (...)

  • Simple Health Bar
  • Simple Health Bar

    8

    Health, Energy, Mana, Stamina, ... All these attributes are usually represented as a UI element. The Stats module provides a (...)

  • Strength and Armor
  • Strength and Armor

    8

    Until now we’ve seen how we can output, check and modify Stats and Attributes that involve one single target. But what happens (...)

  • Tutorial - Advanced AI
    Tutorial - Advanced AI

    17

    In this video we’ll be looking at setting up a new and improved Enemy AI. One that takes damage based on the weapon, one that (...)

    Advanced API

    ___ MODULES USED

    2020-06-23 21:20:06

    Shooter API

    Same way you use Triggers, Conditions and Actions to interact with the Shooter module, you can write your own scripts to do the same. Here’s an overview of the Shooter API.

    Character Shooter

    The Character Shooter component contains a bunch of public methods that allow you to interact with how this Character will behave.
    It is important to notice that the Player uses another component called Player Shooter, but it inherits from Character Shooter, so everything available in one is available too on the other one.

    Events
    There are a few events you can subscribe to in order to react when the Character Shooter performs certain tasks.

    Queries

    You can also query different states without any performance overheads. All queries start with the prefix is- and return a bool.

    Methods

    There are many methods that allow you to interact with the Shooter module.


    Changes the currently equipped weapon and ammunition. If no ammunition is provided, the one set by default in the weapon will be used.


    Changes the currently equipped ammunition


    Reloads the currently equipped weapon if possible


    Starts aiming with the weapon. It is required for the Character to be holding a weapon before. The AimingBase class is an abstract class that requires an instance from one of the following specific classes:

    - AimAtTarget Aims at a specific target and will keep pointing at it until told otherwise. Useful for locking in targets.

    - AimingCameraDirection Aims where the camera looks at. Useful for games that use the first person motor or the adventure camera motor.

    - AimingGroundPlane Aims where the mouse points at, along the surface of a horizontal plane surrounding the shooter. Specifically designed for top-down shooters.

    - AimingMuzzleForward Aims where the muzzle points.

    - AimingSideScrollPlane Aims where the mouse is along a vertical plane. This plane can be set along the X axis or the Z axis. Specifically designed for side scroll games.


    void StopAiming()
    Stops aiming with the weapon.


    void Shoot() Shoots wherever the character is aiming at. Mind that where the Character aims at is specified using the StartAiming method.
    void StartChargedShot() Starts charging a shot. This method must always be proceeded by the ExecuteChargedShot().
    void ExecuteChargedShot() Executes a charged shot. This method must be preceded by a StartChargedShot(). Otherwise it will be ignored.
    float GetCharge() Gets the amount of charge being accumulated. The result is a value between 0 and 1, which indicates the percentage of the charge. This method should always be called between StartChargedShot() and ExecuteChargedShot(). Otherwise it will always return 0.
    int GetAmmoInClip(string ammoID) Returns the amount of ammunition in the weapon’s clip. The ammoID is the identifier of the Ammo object.
    int GetAmmoInStorage(string ammoID) Returns the amount of spare ammunition the character has. This is the total amount of ammunition available minus the amount in the clip.
    void SetAmmoToClip(string ammoID, int amount) Sets the amount of ammunition in the clip without triggering a reload.
    void AddAmmoToClip(string ammoID, int amount) Adds the amount of ammunition specified in the clip without triggering a reload.
    void SetAmmoToStorage(string ammoID, int amount) Sets the amount of spare ammunition.
    void AddAmmoToStorage(string ammoID, int amount) Adds a certain amount of ammunition to the spare ammo. This method is the one that should be called whenever the Character collects ammo from enemies killed or around the environment.

    Custom Crosshairs

    Crosshairs are one of those things you either love creating or you hate them. They require knowledge about Unity’s Animation and Animator tools, so they are a bit advanced. If you’re not comfortable using these tools, we’d advice you take a look at the Unity Manual first.

    To create a Crosshair you first need to create a Canvas object, like you would normally do for any UI element. Use Unity Image components to design your Crosshair UI. You can use whatever tools you want, but bear in mind that these elements will need to be animated later on.

    Example of a Crosshair design with just 4 rectangular images)

    Once you have your Crosshair UI set up it’s time to work on the Animation.
    In your Project Panel, create a new Animator Overrider. This will be used to control what animation will be played when.

    Click on the right dot of the Controller and select one called CrosshairDefault. This Animator will inherit all transitions and parameters from the default one.

    Now, all that’s left to do is create the animations for when the Crosshair is at its maximum precision and when it’s at its minimum.

    Once you have these Animation Clips created, drag and drop them onto the CrosshairDefaultMax and CrosshairDefaultMin fields.

    You can now save the prefab and exit the prefab mode. Look for your Ammo object you want to use this crosshair with and drag and drop it onto the Crosshair field, under the Aiming section.

    (Aiming section with Crosshair-HighTechA)

    That’s it! You can click Play and this crosshair will be automatically used whenever aiming with this ammunition.

    EN

    Chaque jeu commence par une idée - un monde à construire, un mécanisme de jeu convaincant, une fonctionnalité dont les joueurs sont tenus de tomber amoureux - mais il faut beaucoup de travail pour concrétiser cette idée. Catsoft Studios vous propose Game Creator pour vous aider à rendre le voyage de l’idée au jeu jouable beaucoup plus fluide.
    Visitez Game Creator