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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 (...)

  • 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.

    Filter by additional modules

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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 (...)

    Melee clip

    ___ MODULES USED
    2020-06-25 14:42:08

    What goes sling! And then clang! And fuash afterwards! And...!

    Melee Clips are the essential part of the Melee module. You can think them as animation clips in steroids, where you can not only define what animation will be played, but also what effects this animation has, when these happen and how this affects the character and enemies behavior.

    (Melee Clip overview)

    There are 4 sections and a configuration timeline:

    - Animation: Everything related to how this animation clip is played
    - Motion: How the animation affects the character position
    - Effects: What sound and particle effects will play
    - Combat: How this clip affects combat

    Animation Section

    This section defines what animation will be played, and whether it’s going to use an avatar mask or not.

    The Transition In and Transition Out fields define the amount of blending between the current character animation and the one defined in this Melee Clip. Unless you go for an ultra-stylized game, these values should have a magnitude of around 0.1 and 0.4 seconds.

    Motion Section

    This section complements the previous one. It allows to define how the character moves during the playback of the animation by defining the delta increment of position.

    Game Creator doesn’t support root motion. However, if you use an animation using root motion, you can extract the delta motion and use it in the Melee Clip.

    The Movement Multiplier field is a coefficient used to increase the scale of all motion proportionally.
    Gravity influence defines how gravity will affect the character when playing this animation clip. A gravity influence of 1 will make the character react normally to gravity, while a value of 0 will make the character ignore the gravity.

    Effects Section

    This section allows to define which sound effects will be played when the Melee Clip is used as well as how much rigidbodies will be pushed (in case the Melee Clip is an attack and collides with a rigidbody).

    The Hit Pause toggle allows to create hit pause effects (also known ad freeze-frames). These are cinematic effects that increase the bombastic feeling of the impact of an attack.

    Hit Pause Amount is the time scale in which the game will be set and the Hit Pause Amount is the amount of real time seconds this effect will last for.

    Combat Section

    This section is quite important and tweaking its parameters will completely change the experience of the game.

    The Is Attack toggle defines whether this Melee Clip is considered an attack or not. This will enable or disable the timeline below and will hide and show options related to attacks.

    Is Blockable defines whether this attack can be blocked by opponents. If an attack is not blockable, then it will bypass and hit any enemy, even if these are in a blocking stance.

    Defense Damage and Poise Damage define how much this attack will chip from the hit opponent or opponents.

    Interruptible field tells whether if this Melee Clip can be interrupted when being played or not. By default it should always be set to Interruptible. However, in some situations, it may be interesting leaving it as Uninterruptible. For example, an enemy attack that takes a good chunk of time to load and creates a devastating area of effect damage should probably be set to uninterruptible. This will prevent the boss from cancelling the attack when receiving damage from the player.

    Vulnerability field allows to define whether opponent attacks affect the character or not. By default it’s set to Vulnerable. However, there may be cases where you want an animation clip to make the character completely invulnerable for a few seconds. For example, when dashing through the battlefield or changing phases if it’s a boss battle.

    Posture field can be set to either Steady or Stagger. Steady posture means that the character can input commands and the character will respond normally. Stagger means that the input from the player/AI system will be ignored while this Melee Clip is being played. This is mostly used when a character receives damage, it plays a small animation clip reacting to the hit, in which the character is incapacitated for a few seconds.

    Attack Timeline

    If marking the Is Attack toggle, a timeline with a legend will appear at the bottom of the Melee Clip asset.

    (Scrub the Timeline to preview the animation)

    This Timeline can be scrubbed with the cursor and the character selected in the scene view with play the animation.

    (Drop a scene Character onto the preview window to scrub the animation)

    Once you have this set up, you can start defining the animation attack phases. Any attack is divided into three phases: Anticipation, Activation and Recovery.

    Anticipation
    Also known as wind-up or start-up. In this phase, the character prepares to attack. As a general rule of thumb, the more powerful the attack, the greater this phase should be.

    Activation
    This is where the hit happens. Any enemy colliding with the Blade Component will be hit. Also, during this phase, the trail renderer (if any) in the Blade Component will be enabled and disabled at the end of the phase.

    Recovery

    This phase is where the character should try to stop the momentum from the attack. As a general rule, the more powerful the attack, the greater the momentum, and thus, the recovery phase should scale proportionally.

    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