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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 (...)

    Weapons

    What goes pew-pew-pew!

    ___ MODULES USED

    2020-06-23 16:28:51

    Weapons are scriptable objects that allow to configure how a weapon looks like, how to hold it, as well as link it to a particular Ammo object.

    (Collapsed view of the Weapon object)

    Fields Overview

    We’ll overview each of the fields from top to bottom. Both the Name and the Description are quite self explanatory and are primary used when displaying the name of the currently active weapon on a UI canvas.

    General
    This section allows to configure some general settings, such as the sound effects played when drawing and holstering the weapon.

    The Default Ammo field is a required one that is used when a Weapon is equipped but no ammunition is specified.

    State Ease & State Aiming

    When a Character pulls a weapon, it automatically enters a At Ease state, in which the Character can freely move with the weapon at hand.

    (State Ease properties)

    The State Aiming section allows to configure how the Character will behave when, with a weapon at hand, it aims at a target.

    We’ll cover these two sections as one, since most of the fields are shared.

    Pitch Offset
    This property is exclusive of the State Aiming and allows to modify pitch (up and down) angle in which a weapon is aiming.

    State and State Mask
    These are one of the most complex properties to set. The Shooter module is heavily animation driven and relies a lot on the Game Creator’s custom animation system.

    Let’s explain these concepts using the Revolver example. When the Character draws a gun, it plays an animation where its right arm reaches to its back and picks a revolver. After that, the character changes (or not) its stance.

    (Switching between no weapon and at ease states)

    This is done using a Locomotion State, which allows to have an animation clip played when entering the State (drawing the gun) as well as another one when leaving it (holstering the weapon).

    (Locomotion State used for the At Ease State)

    Stabilize Body
    This option is a bit of a blackbox that magically makes your character’s upper body stand straight, despite of the animation.

    This is done using a custom algorithm that reads information about the character’s hip and spine rotations and compensates their movement in order to keep the whole upper body steadier.

    (Left: No stability. Right: Stability turned on)

    Notice how on the right side of the previous GIF, all bones from the shoulder to the hand stand very steady, whereas on the left side, all bones inherit the movement from previous bones, resulting in a lot of added noise at the tip of the gun.

    Upper Body Rotation
    This property allows to rotate the low spine bones of the Character in order to more accurately represent how the weight of the weapon affects the balance of the Character.

    Lower Body Rotation

    This property is very useful for quickly creating different stance poses from a single State, without having to create an entire Locomotion State.

    Not all weapons are held the same way; most of them modify where the feet point at in relation to the forward direction of the gun. For example, when aiming with a gun, the character will usually have their feet pointing at around 20 to 30 degrees from the character’s eye direction. Other weapons, like the bow, tend to rotate the lower body up to 90 degrees, making the head look through the shoulder.

    3D Model

    This section allows you to define what the visual representation of the weapon will look like. However, the weapon serves also another important purpose, which is telling the direction of this one as well as where the Muzzle is.

    (3D Model section)

    The Muzzle
    As mentioned before, the 3D Model prefab used as a weapon serves two purposes: visually represent the weapon and tell Game Creator where the muzzle is and what direction is forward.

    (Muzzle Component gizmo)

    The Muzzle Component can be added anywhere in the 3D Model prefab object, as its value is searched and cached the first time weapon is equipped. It is important to place it at the tip of where the muzzle flash is going to appear.

    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