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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.

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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 (...)

    Stats overview

    What doesn’t kill you... is because the strength stat is not high enough

    ___ MODULES USED
    2020-06-11 16:56:33

    The Stats module has been designed to be learned in a few minutes, but also allows to handle the most complex cases and keeping everything under control.

    Key Features

    - Create a generic Stats collection for all characters or objects
    - State of the Art Formula parser to evaluate complex RPG expressions
    - Debug in realtime your data with runtime components that change during play-mode
    - Automatically display and update Stats, Attributes and Status Effects on a Canvas
    - Easily iterate your system with user-friendly UI
    - Intertwine other modules with the Stats to extend game mechanics

    Setup

    Download the package from the the Unity Asset Store. You’ll first need to have Game Creator installed.
    Then, bring up the Modules Window clicking on the Game Creator option in the toolbar. Click the Stats Module Enable button.

    The Stats module is divided in two main sections:

    - Stats tab in Preferences Window: Allows to define all the different stats, attributes and status effects and their initial default values.
    - The Stats component for Game Objects: This is where the current values are stored for each game object’s stat and attributes, as well as all of its status effects and stat modifiers.

    (Stats defined in the Preferences Window work as the blueprint for the rest of Game Objects)

    The Stats Preference Window has 3 distinct tabs that separate the 3 concepts that shape an entire progression system: Stats, Attributes and Status Effects.


    Stats

    Stats are numeric values that represent a particular characteristic of a character or object. For example, how strong a character is or what is his maximum amount of health.

    A stat has the following properties:

    - Unique Name (ID): This is for internal use only and uniquely identifies that stat among the rest
    - Title: The title or name of the Stat. This text can be localized
    - Description: A small description of the Stat. This text can be localized
    Short Name: Some games prefer to show an acronym of the stat instead of the full name
    - Color: The color that represents the Stat
    - Icon: The icon that represents the Stat

    These properties are common between Stats, Attributes and Status Effects. A Stat has also a base (or default) value and a Formula object field.

    Because a Stat is something that dynamically changes during gameplay, the Stat value is the result of applying the base value to a pre-defined formula.

    For example, a common case is where the Strength stat is the current strength base power. The formula in this case would be the returning the base value of the Stat.


    Attributes

    Attributes are very similar to Stats but their value ranges from 0 up to a maximum defined by a Stat. For example, the current health of a character is an attribute.

    (A Stat defined the maximum value of an Attribute)

    Apart from the common properties with a Stat (title, description, short name, color and icon) an Attribute also has a reference to another Stat, which defines the maximum value that Attribute will have during runtime and the percentage filled at the beginning.
    For example, you can use the vitality stat as the maximum amount of health a character can have and have it filled only 50% at the beginning of the game.


    Status Effects

    The Status Effects are, as their name implies, temporary effects that happen to a character or object that enhance or decrease one or more of it Stats.

    A common example of a Status Effect is the Poison, which drains life from the affected character over time. Here’s a breakdown of a Poison Status Effect:

    - Type: There are Positive (or Buffs) status effects, Negative (or Debuffs) and Other.
    - Duration: If a Status Effect has a duration, it wears off passed a certain amount of seconds.
    - Max Stack: The amount of Status Effects of the same type a character can have active at a given time.

    A Status Effect also has 3 Action objects that are executed at different life cycles.

    - On Start: These Actions are called when a Status Effect is added to a object
    - While Active: These Actions are constantly executed while the Status Effect is active
    - On End: These Actions are called right after the status effect is removed or wears off


    Formulas

    Formulas are one of the key components of the Stats module. They allow to execute mathematic expressions at runtime as well as using custom Game Creator symbols.
    For example, the formula stat[strength] + dice(2,6) - 10 returns the final value of the stat named strength plus a random value of 2 rolls of a dice of 6 faces minus 10.


    The Stats Component

    Once you have all your Stats, Attributes and Status Effects defined in the Preferences Window, you can add the Stats component to any game object.

    The Stats component tracks the information of the scene instance. You can add a Stats component to any game object and even modify each Stat’s default values per object.

    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