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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 (...)

    Overview

    We <3 GameDev

    ___ MODULES USED

    2020-06-10 21:58:30

    The heart of Game Creator is composed of different components that, used together, allow you to develop any type of game.

    The first three are responsible for interacting with the world and allow developers to visually script the world:

    - Actions: List of instructions
    - Conditions: Branch to different Actions depending on certain conditions
    - Triggers: Respond to events and call Actions and Conditions

    Apart from these three core components, there are also:

    - 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 when passing by these components

    The Player activates a Trigger when entering the green zone, which calls the Actions sequence

    For example, a user controls a Character (Player) which when it steps on a Trigger, it executes a set of Actions (which can be a trap where rocks fall and reduce the player’s Health)

    Actions

    A set of instructions that are sequentially executed from top to bottom. For example, an Actions set could be the following one:

    - Move Player near object Chest
    - Play animation Open on object Chest
    - Give 10 gold coins to Player

    Example of an Action component:

    An Actions component with three instructions

    Click here to learn more about them.

    Conditions

    Condition the execution of Actions. For example, you can check if the object Chest has been opened. If so, don’t increase the player’s gold coins, but show the message: This chest has already been looted!

    Example of a Condition component:

    Click here to learn more

    Triggers

    Triggers react to inputs and can execute one or more Actions and Conditions. For example, you can detect when the player enters a Lava Zone and execute an Action that makes the player take damage.

    Example of a Trigger component detecting when the Player Enters a zone

    Click here to learn more about Triggers.

    Hotspots

    These are very simple components that are usually used together with Triggers. They allow to hint the player about interactive elements. These hints can be turned on and off depending on the type of interaction you want.

    (Example of a Hotspot where the Player will turn its head when being near)

    For example, you can make the Player turn his head towards the hotspot to indicate there’s something that has caught his/her attention.

    Characters

    As its name implies, Characters allow to easily add non-playable characters to your world using one single click.

    All Characters have walk, run and jump capabilities by default. They also have procedural feet placement using Inverse Kinematics.

    Character 3D models can also be easily changed y dropping your 3D model onto the "Change Model" field. Game Creator will automagically retarget all the bones to match the ones from the animations.

    (Different sections of the Character and Character Animator components)

    There’s a special type of Character called Player which inherits all the Character’s functionalities and also allows it to be directly controlled by the user using different control schemes.

    Click here for more information.

    Camera Motors

    Cameras control how the world is viewed by the player. There are different types of cameras at your disposal such as steady cameras, top-down cameras motors, orbital adventure cameras, dolly cameras, tween cameras, and much much more!

    (Example of the Fixed Camera Motor)

    For more information on Cameras click here and for information on Camera Motors click here.

    Variables

    Variables allow you to store and retrieve information from the world. For example, the "health" of the player could be set as a variable with an initial value of 10, which decreases in one unit every time the player gets hit.

    (Example of a Local Variable with a default value of 5)

    There are three types of Variables:

    - Global Variables: These variables have a scope of the entire game and are referenced by a given name.
    - Local Variables: These variables are attached to Game Objects and are referenced by a given name.
    - List Variables: These variables are attached to Game Objects and are placed like an array of values, which can be accessed via an index.

    For more information on how Variables work, click here.

    FR

    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