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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 (...)

    Melee module overview

    ___ MODULES USED
    2020-06-17 18:05:14

    The Melee module is a Game Creator extension that allows to easily create close quarter combat with different white weapons, such as (but not limited to), swords, hammers, axes, daggers, fists, etc.

    If you prefer to learn by watching a video, you can do so by heading onto the official live-stream presentation:

    Overview

    The Melee module defines three different game assets that, used together, will let you build the combat system of your choosing:

    *Weapon Asset: This asset defines the properties of the weapons, as well as how the character reacts to hits from other combatants. It also comes with a visual combo creator system.

    *Shield Asset: This asset, which is imbued into a Weapon Asset, defines how the weapon wielder will block (or not) incoming attacks.

    *Melee Clip: These assets allow to define how a particular animation will be played, giving information about whether it’s an attack, what kind of movement does this animation do as well as modify the state of the combatant character.

    This is but a very simplistic definition of the three main assets that come with the Melee module. You can see a fully detailed guide on each one of them in subsequent pages.

    The idea is that a character, at any given moment, can be wielding a Sword asset. This sword asset may or may not have a Shield asset. if the character doesn’t have a Shield asset, it won’t be able to block incoming attacks and will always receive the full damage.

    A combat is made of little animations that modify the state of the fight. For example, when the Player makes a sword slash, the system will play an animation showing this slash. It will also try to detect any enemies along the slash path and perform different operations, such as subtracting health on the enemy and apply particle and sound effects. These animations, plus all the side-effects these create, are defined using Melee Clip assets.

    However, an attack also modifies the state of the character attacking. For example, following the previous example, a slash also tells the fighting system that the player is currently performing an attack and won’t be responding to commands such as evading or attacking again, until the attack is complete.

    Extra Features

    This module comes with a collection of features and mechanics that, transparently to the game designer, allow to create a smooth combat system. We’ve dedicated a lot of hours in order to emulate a AAA production game experience while keeping the entire module as simple and straightforward to use as possible.

    Input Buffer

    All key strokes and button presses are enqueued and kept during a relatively short time. This allows to create smooth combo chains that are not dependent on how fast the player presses the button, improving the overall experience without any need to configure anything.
    For example, when executing a combo chain, the second attack will be enqueued to be executed if the player presses the attack a few milliseconds before the first attack is performed.

    Smooth Transitions
    The devil’s in the details. Have you ever played a game where, during combat, the character plays an attack animation, returns to an idle pose, only to perform a second attack? This is due to there’s no recovery animation between the end of the first attack and the second one.

    Based on the Disney’s 12 principles of animation, the Melee Clip asset allows to define 3 attack phases inside a single attack animation:

    *Anticipation: Where the character starts winding up the attack.
    *Activation: When the attack is performed.
    *Recovery: The follow-through of the momentum of the attack.

    When executing a second attack in a combo chain, the recovery phase is replaced by the beginning of the new attack, allowing for a much smoother combat system.

    If no combo attack is followed-up after executing an attack, the recovery animation will be played till the end.

    On top of that, each Melee Clip allows to define a certain amount of blending between the previous animation pose and the following.
    This lets you seamlessly chain multiple animations, improving even further the sensation of a fluid combat.

    Catmull-Rom Spline Weapon Trails
    Fancy name, huh? Have you every tried attacking a TrailRenderer component onto a game object and move it really fast? If the answer is yes, you’ll have probably noticed a very jarring effect where the trail isn’t smooth. That’s because each vertex of the trail depends on the frame-rate of your computer.

    To solve this and create smooth weapon trails, we’ve implemented a custom Catmull-Rom spline algorithm that extrapolates a certain amount of vertices based on the movement of the sword. This allows to have much smoother trails that give the impression of finesse and combat skill.

    (Smooth sword trail using Catmull-Rom Splines)

    Fair Fight
    This is possibly the most subjective hidden feature that we’ve implemented based on our experience when making games. When naively creating a combat system it’s easy to fall into a stalled system where one character stun-locks another one, making the fight unfair and boring.

    Inspired by From Software’s Souls-like and Sekiro games, we’ve created a Poise meter that makes it easier to disengage stun-locks.

    The main idea is that, apart from the typical health bar, a character also has a Poise meter, which gradually increases over time until it hits its maximum capacity.

    After each successful attack received, this poise meter decreases. When it reaches a value of zero, the player is knocked-back.

    (Poise meter decreases with each attack until the Player gets knocked-back)

    When a character is knocked-back, it creates a bigger gap between the enemy/ies and the player, breaking the pace of the combat and allowing to both sides to recover and start the fight again.

    More information and tips on combat systems can be read in the Combat chapter.

    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