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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 (...)

    Blade component

    ___ MODULES USED

    2020-06-25 14:38:15

    Sling! Slash! And Thusck! - Detect all these and apply damage

    The Blade Component is a Unity component that must be attacked to a prefab game object used as the scene representation of a weapon. It serves two purposes:

    On one hand, it allows to display particle and sound effects when clashing with other scene objects, as well as show a trail during the activation phase of an attack.

    On the other hand, it is also responsible for determining and collecting the enemies hit by the weapon during an activation phase.

    (Blade Component)

    Debug Mode allows to display internal information about the sword slash. This is useful if you don’t have a weapon trail or it’s barely perceptible and you want to know why an attack is not hitting an enemy.

    (Debug information about the trail and hit casts)

    Blade Edge

    Blade Edge positions allow to define a segment that will be used for both the trail of the weapon and detecting hits (when the weapon is required to) if the Capture Hits dropdown is set to segment.

    (Point A and Point B define a segment that goes along the blade)

    These Blade Edge Point A and Point B fields should go along the whole blade (in case of a Sword) or along the head (in case of a Hammer or Axe).

    Capture Hits

    The Capture Hits dropdown allows to select how you want to detect hits using this weapon. As for now you can choose between two options:

    - Segment: Detects hits by Raycasting along the blade of the weapon (determined by Point A and Point B). However, in order to avoid ghosting through objects due to a fast slash, it also checks inter-frame objects. This is determined by the Segment Resolution: The lower the value, the more precise. However, it will also be more costly. Something around 0.5 should fit most cases.

    - Sphere: Detects hits by casting a sphere at a specific position and processes any objects caught inside. This is the most performant capture mode, and should be used if you’re targeting mobile devices or WebGL platforms.

    Blade Trail

    The Blade Trail is a custom made trail effect used during the Activation phase of an attack. Because most attacks are too fast to be perceived by the human eye, it’s a common practice to draw a trail that represents the blur of the moving weapon at a high speed.
    This effect can be customized to use a custom Material as well as define its Duration and how smooth the trail will look using the Granularity field.
    The Trail will always use the segment defined by Point A and Point B from the Blade Edge section.

    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