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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 (...)

  • 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 (...)

    Weapons

    Sling! - Sound of a sword being unsheathed

    ___ MODULES USED

    2020-06-25 14:36:37

    The Weapon asset represents the definition of a specific weapon of your game. From a simple Steel Sword to a Fire spellbound Battle Axe.
    We’ll divide this section of the documentation in three parts.

    (Weapon asset break-down)

    Weapon Properties

    The Weapon properties is composed of three subsequent sections that define how the weapon behaves and what special effects it plays at certain situations

    General Properties
    This section defines basic common parameters that differentiate this weapon from others.

    The weapon Name and a Description, which can be localized to any language the game supports.
    The Default Shield can reference a Shield Asset, which will be used when equipping the weapon without specifying a shield.

    Character State and Character Mask lets you define a Character State asset that will be used when the character has equipped the current weapon.

    Weapon Model

    The Weapon Model section defines the physical representation of the weapon the character wields and how it collides and deals damage onto enemies.

    (Weapon Model section)

    The Prefab field lets you reference a prefab game object that should contain the 3D model of the sword.

    The Attachment field determines to which limb the prefab will be instantiated. Because the weapon can be slightly offset from the center of the limb, you can tweak the position and rotation of the sword using the Position Offset and Rotation Offset fields.

    Special Effects

    The Effects section lets you choose which sound effects are played at certain points when wielding the weapon, as well as which particle effects will be spawned.

    (Effects section)

    The field names are quite self explanatory. Audio Draw and Audio Sheathe are the audio clips played when the character equips and unequips the current weapon.
    Audio Impact Normal is an audio clip played when the sword hits something and Audio Impact Knockback is played when the player gets knocked-back.

    Similarly, the Prefab Impact Normal and Prefab Knockback prefabs are game object prefabs that get instantiated when this weapon hits something or knocks-back something. This is meant to be used for particle and light effects where sparks appear from the clash.

    Combo Creator

    Fighting games would be quite boring without proper combos. Each weapon can have its own set of combo attacks.

    A typical combo is smashing the attack key stroke 3 times, and the player character will react executing three consecutive attacks.

    The main difference between executing a combo attack after another attack is when this second attack starts.

    We’ve already overviewed how an attack is structured: It has an anticipation phase first, where the character winds up its attack, an activation phase, where the weapon captures hits landed onto enemies, and a recovery phase, where the character follows through the attack due to its momentum.

    However, a combo chain is supposed to take advantage of the current attack’s motion and allow to follow up another one using the momentum of the current one.

    This principle applies to the Combo System: If an attack is marked as a follow-up attack of another one, the Recovery phase of the first attack will be skipped and replaced with the beginning of the next attack.
    This is the main principle to having a smooth combat system. If a combo waits until the previous attack is complete to follow up the next one, it will always start from an idle position and making attacks feel powerless.
    Take as an example the following clip from Diablo 3’s Barbarian. You can see how after landing each attack, the Barbarian returns to its idle position before the next attack.

    Melee’s Combo Creator is always evaluated from top to bottom. As soon as it finds a clip that matches the input and conditions it will stop looking up for an attack and execute the selected one.
    This means that the attacks that have higher priority (or more conditions) should be placed on top.

    Take for example the screenshot from above, which represents a 3-hit combo. A Combo entry is composed of 4 fields:
    Combo Input: Determines the combo sequence needed to execute the attack.
    Condition: Special conditions that need to be met in order to execute the attack.
    Melee Clip: The Melee Clip asset that contains the information of the attack.
    Is Enabled: Whether the attack is available by default.
    By default all attacks have the Is Enabled field enabled. However, if you want to allow characters to unlock combo attacks, uncheck this field and use the "Enable Attack" Action on a character to unlock it
    NOTE: This is a WIP feature that will be enabled in a future release.
    The Conditions dropdown allows to define a condition before the attack is executed. These conditions are:
    None: No condition is required (default)
    On Air: The character is airborne
    After Block: The followup attack will be executed after blocking an attack
    After Perfect Block: The followup attack requires to have perfectly blocked an attack
    Running Forward: Requires the character to be running forward
    Running Backwards: Requires the character to be running backwards
    Input Forward: The forward key button must be pressed
    Input Backwards: The backwards key button must be pressed
    For a complete combo list, see the example provided with the Melee module, which includes stingers, special movements and counter-attacks.
    Hit Reactions
    The Weapon asset does not only deal with attacking an enemy, but also how attacks affect him/her. The Hits Reaction section allows to configure an arbitrary amount of reactions depending on different situations, but there should be at least one in each case.

    You can set any amount of reaction clips at each list. Every time the character has to play a reaction animation, it will scrub through the list and randomly pick one from the corresponding list.
    Picking a reaction clip is randomly performed. However, the system is smart enough to avoid playing the same two reactions in a row.
    As an example, and using the image above, if the player receives an attack coming in front of him/her, it will pick a random reaction from the first list called Hit Reaction - Grounded & Front, which can be any of the 4 different clips attached.
    However, if the player gets hit from behind while being grounded, it will always play the same reaction, because there’s only one reaction listed under the Hit Reaction - Grounded & Behind list.
    To see how reactions are created, see the Melee Clip asset chapter. It is important to note that reactions should have the "Stagger" option selected under Pose. Reactions are meant to take control off the player and this option does exactly that: Forbid the player from executing any input commands.

    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