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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

    Sort by

    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 (...)

    Shields

    ___ MODULES USED
    2020-06-25 14:39:29

    Clang! - Sound of a hammer hitting a wooden shield

    Shield assets complement Weapon assets and provide a way to block incoming attacks, as well as determine how much pressure the wielder can withstand.

    (Shield Asset overview)

    There are 3 toggleable sections at the top of the asset Inspector and a bunch of Melee clip animation options below. We’ll go over all these from top to bottom.

    General Section

    This section looks very similar to the Weapon Asset’s homonymous tab. You can define a localized name, description and what 3D object will represent the shield.

    It is important to highlight that, contrary to the Weapon Asset’s 3D prefab, the Shield 3D prefab field is completely optional. This is due to the system will assume that if no 3D model is used as a shield, the blade of the weapon will be used for parrying.

    Effects Section

    This section allows to define which audio sound effects will be played when the character parries or perfectly deflects an attack. It also has a couple of prefab fields that are meant to contain particle effects that will be spawned when the character blocks or perfectly blocks an attack.

    (Effects tab)

    Combat Section

    This one is a bit more complex than the previous ones and has a direct influence on how the combat will look and feel.
    The Defend State field, along with the Defend Mask, allows to define the pose in which the character will be when defending.

    (Combat tab)

    The Defense Angle field determines which angle in front of the character will block incoming attacks. For example, a value of 180 degrees will block attacks from the front and to the sides. Any attacks coming slightly from the sides and to the back will hit the player bypassing the block.

    Perfect Block Window determines the time window for a block to be considered as perfect. A timer starts running when the character starts blocking. If an attack is received before the timer has reached the Perfect Block Window timeout, it will be considered a perfect block.

    Defense Recovery Rate determines the pace at which the character defense meter fills. Max Defense determine the maximum amount of defense the character has.
    Delay Defense determines the amount of time that needs to pass between an attack has been blocked and the defense meter starts filling.

    Block Animations

    The last section is used for determining which animations will be played when. There are two big groups: Blocking Hits and Perfect Block Reactions.

    The Perfect Block Clip field is an animation clip played by the character performing a perfect block on an enemy. This should be a fast animation and a bit exaggerated, so show a quick reaction time.

    A list of Melee Clips called Block Hit Reactions is randomly picked when the character blocks an incoming attack. There must always be at least one Block Reaction.

    Ground Perfect Block Reaction and Airborn Perfect Block Reaction are Melee Clips played when the character gets perfect parried and stumbles back.

    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