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Le créateur de jeux unity

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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.

    Filter by additional modules

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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 (...)

    Combat

    ___ MODULES USED
    2020-06-25 14:41:39

    What, how and when put together

    Time to put everything learned together. So, we have Weapon assets which determine how the weapon captures hits and has a list of combo attacks, represented using Melee Clips. We also have a Shield asset associated that determines how the weapon will block and react to hits while blocking.

    So, the question is: How do we create a combat system?

    Engaging Combat

    We’ll start seeing how to start engaging foes. Both from the Player and enemy perspectives, the process is the same. A Character must be wielding a weapon in order to be hurt.

    So the first thing to do is to draw a weapon from the sheathe using the Draw Weapon action and passing the desired weapon as a parameter.

    ("On Start" Trigger calls the "Draw Weapon" Action on the Player
    Once the character has the weapon draw (the same should be done with the other enemies), it’s time to lock onto their opponents.

    Enemies should always lock onto the Player. however, depending on the type of game, you may want to let the player lock onto enemies or use a more free-flow approach so it can attack anyone around.

    To lock a character onto another one, simply use the Focus Target Action. It will automatically face it and all attacks will be directed towards its opponent. This is the easiest way to let enemies approach the Player.

    Attacking

    Attacking works the same way for the player and for enemies. In the Combo Creator list from the Weapon there should be a bunch of chains of attacks specified by key letters, like A+A+A.

    In order to execute attacks, all that needs to be done is to use the Input Melee Attack Action. This, rather than instantly executing the desired attack, it will enqueue the command.

    (Input Melee Attack Action)
    Input Commands are enqueued in a list and have a certain lifetime. If their lifetime expires, the command is removed. This system has two major advantages over conventional direction input modes:

    *Spamming the attack command won’t make the character attack faster, but will simply attack at its maximum pace. Perfect for enemy AI behaviors.

    *Provides input buffering out of the box. Input buffer adds a certain tolerance threshold that makes the game appear to run smoother and doesn’t require split-second precise reactions.

    From the Player’s perspective, it needs to call the Input Melee Attack from a "On Key Down" Trigger. From an enemy perspective, it gets a bit more complicated, since we have to take into account how often we want an enemy to attack.

    Simple AI

    We’re going to create a very dumb enemy that simply goes towards the player and tries to attack him. Non-stop.
    To do so, we create a Trigger that, On Start, calls an Actions object:

    (Simple Enemy AI)

    This Action seems verbose but is, in fact, very simple to understand. The first Action tells the enemy to follow the player around. The following three tell the character to start blocking, wait for 5 seconds and stop blocking. This will allow the enemy to move closer to the player while blocking any incoming attacks.

    The following actions simply spam the Attack command so that the enemy starts buffering attack commands and execute them as soon as he is ready.

    The last Action restarts this action so it loops indefinitely.

    As you can see this is a very simple enemy Ai, but works pretty well for any standard game mob. You can easily tweak any parameters to make it more aggressive or change its behavior based on different parameters.

    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