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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 (...)

    Object as a character

    Hello, my name is...

    ___ MODULES USED
    2020-06-11 14:40:36

    The Characters component allows to define an object as a character. A Character can be moved around using the appropriate Actions. You can also tweak different properties such as if the character can walk, run, its speed and more

    Since version 0.2.5 a character can also perform one of multiple Gestures, such as waving its hand, picking an object, drinking a potion, ... And be in one of multiple States, such as crouched, injured and so on.

    Character Properties

    The Character’s properties is divided into two big sub-groups: The Basic properties, and the Advanced properties.

    Basic Properties

    As its name implies, the Basic character properties are easily understandable and directly affect how the Character moves.

    (Character Basic Properties window)

    - Is Controllable: An on/off property that allows to set a character can be controlled with Actions.
    - Can Run: A toggle property that restricts the speed of the character. If set to true, the maximum speed the character can move is runSpeed. Otherwise it will use the walk speed, which is half of the run speed.
    - Run Speed: The lineal speed the character moves when running.
    - Angular Speed: The speed at which the character rotates towards its desired direction expressed in degrees per second. If this property is set to 180, a character will need one second to turn to its opposite direction.
    - Gravity: The downwards force amount that the character experiences
    - Max Fall Speed: Maximum fall speed. Setting a low value allows the character to glide.
    - Can Jump: Allows to give the character the ability to jump. If set as false, even if the Character receive an order from an Action to jump, it won’t do it.
    - Jump Force: Default jump force used by the Player jump input and the Jump Action
    - Jump Times: Amount of times the Character can jump before touching the ground. Also known as double jumping, triple-jumping, etc...
    - Time Between Jumps: The minimum offset time between jumps.

    Advanced Properties

    The Advanced character properties are meant to be modified by more advanced users who need finer-grain control over the Player and other NPCs.

    (Character Advanced Properties window)

    - Face Camera Direction: Controls where the Characters has its body oriented based on the direction it’s moving. Can either be:
    - Move Direction: The Character rotates towards where it is going
    - Camera Direction: The Character looks at the same direction as the camera. The Character will strafe when moving sideways. This movement is useful for aiming weapons
    - Target: The Character always faces a target, strafing when orbiting around it
    - Ground Plane Cursor: The Character looks at the direction in which the cursor is. Useful for top down shooters.
    - Can Use Navigation Mesh: If checked, the character will automatically use the Unity’s Navigation Mesh system when moving from one point to another and change back to using the Character Controller if not moving or there’s no Navigation Mesh. It is recommended to use this, as it allows to avoid obstacles when moving characters around the scene.
    - Save: Tells Game Creator to keep track of the character’s position and rotation. When loading a saved game, it will restore the Character’s position and rotation to its saved location.

    Animating the Character

    In order to make the system more flexible, the Character and its animation system have been split in two different components.

    (You can customize the Animator parameters if you already have a Character system)

    The Character Animator has four different sections:

    - Animator Parameters
    - Character Model
    - Inverse Kinematics
    - Ragdoll

    Animator Parameters

    These string values behave as a proxy between the Character component and the Animator, gathering locomotion information from the logic controller and plugging it into the Animator. The string values defined inside the Animator Parameters allow to have a custom Animator Controller.

    Character Model

    You’ll probably want to make a game with your custom character models. Luckily, changing between characters in Game Creator is as easy as clicking the Change Model button and dragging in the 3D model you want to use from your Project Panel. Game Creator will take it from here and automagically update the character with the new one.

    (Automagically retarget any Humanoid bone structure with our Locomotion system)

    Inverse Kinematics

    Since version 0.4.1 Game Creator allows the use of Inverse Kinematics (aka IK). This advanced technique allows to correctly place the feet of a character taking into account the steepness of the terrain, instead of relying on the animation of the character.

    Game Creator goes one step further and has a custom feature called Weight Compensation, which allows the character to slightly elevate or crouch depending on the inclination of the floor, so not only the feet are properly aligned, but also the knees gracefully bend.

    Foot IK

    Foot IK allows any Character or Player to correctly align and place their feed even on steep floors.

    (With just one click your Characters will realistically align their feet and body to the floor)

    Hand IK

    Allows the Character to correctly place the hands on certain targets. For example, if the player is driving a car, it can keep the hands on the wheel in spite of the rotation or if the character is holding a weapon, it can correctly place its hands.

    (Hand IK set to reach out for the Red Cube)

    Head IK

    Allows the Character to slightly rotate its head towards a target. This adds a new layer of realism when moving the character around the world or interacting with other Characters.

    (Head IK smoothly following a Red Cube)

    Custom Animations

    You can play custom animations created by you or downloaded from third-party services. To do so, you need to make sure that the imported animation is of type Humanoid.

    By default, Unity imports its animations as Generic. To change the animation type, select the imported clip and click on the Rig tab. There you can select Humanoid under Animation Type.

    (Animation Type set as Humanoid)

    For more information on how to play custom animations, Game Creator provides two components built on top of the Unity’s Animation system: Gestures and States. Check them out to know how to play simple animations or even build complex locomotion movements with just a couple of clicks.

    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