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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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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 (...)

  • Nanow’s wolf
  • Nanow’s wolf

    2

    Some experiments of Nanow on wolf Ai.
    remarkable work on skybox and reflection effects of the ground.

  • 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 (...)

    Formulas

    * Rolls a 1D20 * - Hah! I get to put an arrow in your ugly face from 3 miles away!

    ___ MODULES USED
    2020-06-23 17:23:57

    Formulas are one of the most powerful tools in the Stats module. They allow to easily define mathematic expressions that will affect the output of the different Stats, Attributes, damage outcome, ... Or practically anything involving numbers.

    Introduction

    Every RPG game has its own system. Some are based on the famous D20 from Dungeons and Dragons and other have their own proprietary system. In order to give you the flexibility to use whatever system you want we’ve come up with the Formula objects, which all they do is output a number.

    Formulas can be used for a wide variety of things. For example:

    - Define the value of a Stat
    - Calculate the damage output of an attack
    - Display new Dialogue options based on the output of a Formula

    Basics

    Let’s begin with the basics. A Formula object has a text field where you can type some words. Let’s begin with something very simple:

    When we execute this formula, the output will always be 5. If we use this as the Formula for the strength stat, the player and all the enemies will always have a strength of 5 points.

    This Formula always returns a fixed value; Not very exciting, huh? Let’s complicate things a bit.

    Let’s say we’re creating a Formula that will define the value of our dexterity stat. In our game, the dexterity helps the player shoot with more accuracy. The base value (initial value) is 1 and is increased by 5 for each level. The Formula of the dexterity would then be:

    Let’s break this down. Formulas have a set of pre-defined symbols that help you build your own mathematical expressions. One of them is the this[value] symbol, which basically means the base value of the Stat, in this case: 1

    Another Formula symbol is the stat[NAME]. This allows you to access the final value of a stat identified by NAME from the same object. In this case, we’re accessing the level of the character and we multiply this value by 5.

    The result of the previous formula is that if the player is at level 1, its dexterity stat will be 1 + (1 * 5) = 6, and if its at level 4 it will be 1 + (4 * 5) = 21.

    Still reading? Great! You have just learned the hardest part!

    Intermediate

    Now that you know the basics of how a Formula works, let’s dig a bit deeper. We previously saw how to calculate a character’s stat using its own information. But we might also want to calculate a value taking into account two objects.

    The most common scenario would be having a character attack an enemy. The damage of the attack could be the value of the strength stat of the player minus the armor stat of the enemy.

    (Example of an Action using a Target and an Opponent field for the Formula)

    In this case, the Formula would be:

    The stat[NAME] symbol refers to the invoker of the calculation. In this case, the player wants to know the amount of damage it outputs. The stat:other[NAME] refers to the opponent of the Formula.

    Advanced

    You might be wondering what the heck is the graph at the bottom of the Formula object.

    (Progression Table)

    With the current Formula system you already know how to output a value depending on different inputs. But these values are not discreet, meaning that increasing one a bit will affect others.

    Though this is the desired effect most of the times, there are others where you only want to increase a value once it reaches a threshold. The most common example is a character’s level.

    That’s why the Progression Tables com into play: You input a value (called Progress) and the table outputs a number (aka Tier). Notice that there can only be one per Formula.

    Progression Tables have two parameters: Threshold and Max Tier.

    - Threshold is the amount increased by each new tier.
    - Max Tier is the maximum value a Progression Table can output.

    We’ve put up an example of how to use a Progression Table to define the Level of a character based on the amount of experience points in the Common Cases section.

    Formula Symbols

    SymbolDescription
    this[value] The base value of the Formula
    table[input] The tier of the Progression Table
    table:rise[input] Returns the percentage complete to reach the next tier
    rand[X, Y] Returns a random value between X and Y
    dice[R, S] Returns the value of rolling R dices of S sides
    chance[X] Returns 1 if a random percentage is less or equal to X, and 0 otherwise
    stat[name] Returns the value of a stat identified by name
    attr[name] Returns the value of an attribute identified by name
    stat:other[name] Returns the value of the other stat identified by name
    attr:other[name] Returns the value of the other attribute identified by name
    local[name] Returns the value of a local variable (number or bool) identified by name
    local:other[name] Returns the value of the other local variable identified by name
    global[name] Returns the value of a global variable (number or bool) identified by name
    min[X, Y] Returns the smallest value
    max[X, Y] Returns the largest value
    round[X] Rounds the value to the nearest integer
    floor[X] Returns the largest integer smaller or equal to X
    ceil[X] Returns the smallest integer greater or equal to X
    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