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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 (...)

    Stats UI

    Health <3 <3 <3 <3

    ___ MODULES USED
    2020-06-23 19:03:12

    What good is a Stat or Attribute if you don’t display it? The Stats component comes back with a collection of components that makes this process a breeze.

    There are 4 components in total:

    - Stat UI: Displays current information of a Stat in different formats.
    - Attribute UI: Displays current information of an Attribute in different formats.
    - Status Effects UI: Shows information about all Status Effects of a target.
    - Status Effect UI: Shows information about a single Status Effect of a target.

    Stat UI & Attribute UI

    Stats UI and Attributes UI are pretty much the same. They both share the common properties where you can attach a Text element to display its title name and other common properties. In this section we’ll cover the Attributes UI is exactly the same but with fewer fields:

    (Attributes UI component)

    We’ve split the component in different sections. All of them but the first two are optional and won’t have any effect if left in blank.

    A. Descriptors

    You can display the title, description, icon or any of the descriptor properties of a Stat or Attribute by placing the corresponding Unity UI element.

    B. Text Values

    You can use these fields to display the value of the Stat or Attribute. These values can also be formatted using the square bracket notation.

    - {0} refers to the current value
    - {1} refers to the maximum value (or Stat value)

    C. Fill Image

    Because an Attribute is a value between 0 and a maximum value, they are usually used to represent heath, mana and energy gauges. The Fill Image is a special Unity property from an Image component that allows to mask a percentage of its sprite based on a value between 0 and 1.

    D. Scaling

    If instead of filling an image you prefer to scale it down based on the percentage of the Attribute value versus the maximum amount you can do it here.

    For example, a health Attribute with a value of 300 of 500 (which equals to a 60%) would modify the scale of the Rect Transform to 0.6.

    Status Effect & Effects UI

    Status Effects and Status Effect UI (notice the extra "s" for the plural) handle the display of the different Status Effects a game object has.

    - Status Effects UI: Listens, creates, destroys and updates the different Status Effect UI children.
    - Status Effect UI: Updates their interface values according to the current state of the status effect.

    Let’s go step by step. These two components are usually used in conjunction, so we’ll show an example of how to show all Status Effects affecting a particular object.

    (Status Effects UI component)

    First we need a Status Effects UI. This component will need a target object with a Stats component from which to query the different Status Effects. You can also choose between showing all status effects, only displaying those that are Positive (buffs), Negatives (debuffs) or the ones marked as Other.

    There are two last properties: The Container and the Prefab Status Effect. The Prefab will be instantiated inside the Container as many times as Status Effects applied to the target object. For example, if the player has stacked two Poison Status Effects, the prefab will be instantiated only once.

    Once this prefab is instantiated, the prefab should also have a Status Effect UI component, which will be initialized with the values that its parent provides.

    (Status Effect UI component)

    The Status Effect UI behaves pretty much like the Stat UI or the Attribute UI and you can optionally fill any of the following fields:

    - Title: The title of the Status Effect correctly localized.
    - Description: The description of the Status Effect localized.
    - Icon: The Image where to add the sprite of the Status Effect.
    - Color: Text or Image that will be tinted with the color of the Status Effect.
    - Stack: A Text component that will show the current number of stacked Status Effects of that type.

    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