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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.

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

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

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    Here are some combos studies and magical effects.
    And here (...)

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

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  • Wirbus watercolored universe

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    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

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    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 (...)

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  • Poison Status Effect

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    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 (...)

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  • Regenerative Mana

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

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  • Simple Health Bar

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

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  • Strength and Armor

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    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 (...)

    Triggers

    You entered a zone? you clicked a key?

    ___ MODULES USED

    2020-06-10 22:28:42

    Triggers are used to fire Actions and Conditions when something happens. This something can range from the player pressing a certain key to an NPC’s entering a certain area.

    (Example of a Trigger with the Input options open)

    Advanced Options

    The white cog at the top right of the component there’s an Advanced Options foldout. You can specify a minimum distance from which the Player has to be for this trigger to be activated.

    There’s also a shortcut option to create a Hotspot component from within the Trigger.

    Tips

    Some times you’ll want a Trigger to execute an Action only once. You can easily take advantage of an Action’s DestroyAfterFinishing property to destroy both the Action and the Trigger.

    To do so, simply add an Actions component inside the same Game Object where the Trigger is. After executing the Actions, it will destroy the entire Game Object.

    Available Triggers

    These are all the Triggers that come with Game Creator. You can download more at the Game Creator Hub, creating your own using our Open API as well as find more inside each of the modules.

    Input

    Trigger NameDescription
    On Cursor Raycast When the cursor is locked at the center of the screen, use this Trigger to throw a raycast from the center of the screen to simulate a click
    On Hover Hold Key Detects when the mouse is over the Trigger’s Collider and the user holds a key for a certain amount of time
    On Hover Press Key Detects when the mouse is over the Trigger’s Collider and the user presses a key
    On Key Down Detects when the user presses a key down
    On Key Hold Detects when the user presses a key down and holds it for a certain amount of time
    On Key Up Detects when the user releases a key
    On Mouse Down Detects when the user presses a mouse button down
    On Mouse Enter Detects when the mouse hovers over the Trigger’s Collider
    On Mouse Exit Detects when the mouse exits hovering the Trigger’s Collider
    On Mouse Left Hold Detects when the mouse left button is being pressed for a certain amount of time
    On Mouse Middle Hold Detects when the mouse middle button is being pressed for a certain amount of time
    On Mouse Right Hold Detects when the mouse right button is being pressed for a certain amount of time
    On Mouse Left Click Detects when the mouse left clicks on the Trigger’s Collider
    On Mouse Middle Click Detects when the mouse middle clicks on the Trigger’s Collider
    On Mouse Right Click Detects when the mouse right clicks on the Trigger’s Collider
    On Mouse Up Detects when a mouse button is released
    Raycast Mouse World Position Detects when the mouse has clicked the Trigger’s Collider and stores the point in a Variable

    Character

    Trigger NameDescription
    On Step Detects when a Character makes a step (right foot, left foot or any of them)
    On Jump Detects when a Character jumps
    On Land Detects when a Character lands

    Object

    Trigger NameDescription
    On Collision Enter Detects when an object touches the Trigger’s Collider area
    On Collision Exit Detects when an object exits the Trigger’s Collider area
    On Player Enter Detects when the Player enters the Trigger’s Collider area
    On Player Enter Key Detects when the user presses a key and the Player is within the Trigger’s Collider area
    On Player Exit Detects when the Player exits the Trigger’s Collider area
    On Player Stay Timeout Detects when the Player has been at least some seconds inside the Trigger’s Collider area
    On Trigger Enter Detects when an object enters the Trigger’s Collider area and has the isTrigger flag set as true
    On Tag Enter Detects when an object with a certain tag enters the Trigger’s Collider area
    On Trigger Exit Detects when an object exits the Trigger’s Collider area and has the isTrigger flag set to true
    On Tag Exit Detects when an object with a certain tag exits the Trigger’s Collider area
    On Trigger Stay Timeout Detects when an object has been at least a few seconds inside the Trigger’s Collider area

    Variables

    Trigger NameDescription
    On Variable Change Detects when a Global, Local or List Variable changes its value/s

    User Interface

    Trigger NameDescription
    On Mouse Enter UI Detects when the mouse hovers a UI element
    On Mouse Exit UI Detects when the mouse exits hovering a UI element

    General

    Trigger NameDescription
    On Event Receive Detects when a certain Dispatched Event is received. For more information on the Event System click here
    On Invoke Detects when a Trigger is manually invoked
    On Disable Detects when the Trigger Game Object is disabled
    On Enable Detects when the Trigger Game Object is enabled
    On Load Detects when a game is loaded from a save file
    On Save Detects when a game is saved
    On Start Detects when the Trigger Game Object is initialized

    Custom Triggers

    Triggers are the bridge between some kind of input and the execution of Actions and Events. What receives this input and decides whether the Trigger should be fired or not are a hidden component called Igniters.

    (An Igniter tells the Trigger: Hey! Invoke the Actions & Events)

    So when we talk about creating custom Triggers, we’re actually talking about custom Igniters. And these work pretty much the same way as Actions and Conditions.

    In the example above you see an example of Igniter that tells the Trigger to fire the Actions and Events as soon as the Start method is called.

    It is worth noting that it requires the static property NAME and this needs to be unique. The REQUIRES_COLLIDER property is optional and tells the Editor that this Trigger needs to have a collider attached.

    The Igniter class inherits from MonoBehaviour. That means that you have all the typical methods at your disposal, including the Awake, Update, OnColliderEnter, ...

    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