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★ Game Creator ★

Discussion in 'Assets and Asset Store' started by Catsoft-Studios, Jul 12, 2017.

  1. Catsoft-Studios

    Catsoft-Studios

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    Jan 15, 2011
    Posts:
    435
    Great! Today we'll be pushing a new Game Creator update. We'll then work on some new Actions and Conditions for the Game Creator Hub platform (including the VR integration).

    We agree 100% but unfortunately Unity doesn't have such feature (only for curated lists). Hopefully someone from the Unity Asset Store or the Advisor group will read this :rolleyes:

    Thank you! The AI (formerly Behavior) module is coming very, very soon! As well as new tutorials (and some of them a bit more advanced). Cheers!
     
  2. SLASH24

    SLASH24

    Joined:
    Sep 20, 2012
    Posts:
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    Hello GameCreator Team & CatSoft Studios !!

    I've purchased your products, and they feel really professional and useful !

    (note this is a long read, sorry for that, but I need some answers too)

    So I started to make my plans, based and relying on GameCreator's technology.
    basically I'm adding my own game features to original GameCreator's features...
    I've modified some stuff too, carefully to suit my needs, without breaking things, except one thing ... (and that's one of my issues now!)

    So, I've modified some scripts and it worked, apparently without breaking things:
    (such as, adding GamePad support through the use of asset Store's plugin "InControl")

    I've changed the "Locomotion" Animator Controller too:
    I've made modifications inside the "ground idle BlendTree" so the Player's character now looks around and up/down accordingly to the camera's orientation, while idle !
    I think I've done it Carefully, just slight changes, to me....

    And it works good BUT,
    along the way of modifications, I've noticed that foot IK doesn't affect the feet anymore, especially on slopes !

    *** Do You have an idea, advices or a solution for me, in order to get Foot IK working again on my Player Character, while keeping the idle blendTree in its current modified state ? What could be breaking Foot IK ?

    Many thanks in advance, I'm looking forward to your answers :)

    *** Another question, How do I access and modify GameCreator's variables (local, global) from my own scripts ?
    and how do I trigger GameCreator's Actions & Events from my scripts ? where & how are they stored ?


    *** Question 3: I'm a coder, I know how scripts works, and I feel that I'm able to modify the core of GameCreator to suit my needs, so Do you think that I can use the 3rd party asset store plugin named "CHRONOS" in my GameCreator's project (https://assetstore.unity.com/packages/tools/particles-effects/chronos-31225) ? in order to change & Rewind Time In Game... Or do you think it would too much complicated to get it working ?

    *** As I want to add Climb, Mount Over Obstacles, and Wall Run Abilities to my Player Character, I ask you which are the best practices to do these in GameCreator ? what are your advices & tips about it? (I have climb, mount, and wall run animations with root motion)

    Many thanks again, I wish you have a great day everybody !

    -Serge-
    Regards. :)
     
    Last edited: Jan 22, 2019
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  3. Catsoft-Studios

    Catsoft-Studios

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    Hi @SLASH24 ! Thank you! I'll break down your questions and answer them one by one. But before that, we just want to make sure you've tracked the modified files of Game Creator. We're soon going to push an update and whatever you've modified will be overwritten by our update :)

    If you're using custom animations, that could be it. In order to place the feet, we use an animation curve that tells Game Creator the amount of animation that should be controlled by the IK system and when it should be driven by the animation. Below these lines I'm posting a screenshot with the name of the curve. As a rule of thumb, if the feet a lifted, the value should be 0, and when grounded (IK takes effect) the value should be 1.

    feet-ik.png

    Super easy! Everything's explained in the documentation: https://docs.gamecreator.io/game-creator/systems/game-creator-api/variables-access. But as a summary, use the VariablesManager class and you'll have access to all the getters and setters you'll need. For example, to get the global variable "my-variable" you can use:

    Code (CSharp):
    1. VariablesManager.GetGlobal("my-variable");
    I'm not very familiar with Chronos so maybe I'm mistaken, but I think that all you need to do is change your Time.deltaTime and Time.fixedDeltaTime variables for the Chronos manager. There's no easy way to do so, but you can try finding all Time.deltaTime appearances and replace them (with the help of Visual Studio, for example).

    Root motion is not yet supported in Game Creator, but that shouldn't be a problem, since all root motion animations can be used with Game Creator's controller. Depending on how much fine-grain control you want when the player is vaulting over an obstacle, climbing a ladder, you could try using the "Move Transform" Action. This action translates a Transform object from A to B. You can use this action to make a character vault or even climb a ladder.

    Note that you'll first need to deactivate the control over the Player (using the Character Property action and set the Is Controllable field to false). You may also want to deactivate collisions while the character is climbing. You can do that using the Character Collision action you'll find (for free) at the Game Creator Hub: https://hub.gamecreator.io/content/item/rsh9hQEMOlyBf1ndWgCc.

    Phew! That's quite a lot text :D. Hope everything's clear and it helps you! Happy game making!
     
  4. SLASH24

    SLASH24

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    Hi Cat-Soft Studio !!! wow that's awesome, you replied fast & good, I can say it's very helpful, many thanks to you !
    I will see if I can manage to reach my goals now with unity3d and GameCreator...
    thanks again!

    bye !
     
    Catsoft-Studios likes this.
  5. SLASH24

    SLASH24

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    Sep 20, 2012
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    Hi again, @Catsoft-Studios,

    the Foot IK is now working again, thanks for your advices, I had several animations to edit (animations curves) but it's finally done now.
    but there is a gap between ground and feet, seems it's working but just there is a space preventing from actually touching ground... any solution to this ?
     
    Last edited: Jan 22, 2019
    Catsoft-Studios likes this.
  6. koalabear39

    koalabear39

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    Dec 16, 2017
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    i assume its a seperate module for 20 bucks and it wont change the price of the current gamecreator?
     
  7. Catsoft-Studios

    Catsoft-Studios

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    One solution is to set the Baked Y component a bit further down (0.075 seems to be the sweet spot). We're looking into it, since some users have reported this same exact issue and we're trying to figure out whether it's a model issue or it's from our part.

    Yes, the Behavior module is a separate module, just like the rest, will cost 20$.
     
    koalabear39 likes this.
  8. koalabear39

    koalabear39

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    Dec 16, 2017
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    ok cool im probably going to buy this soon and ill see if i get the ai module too next month hopefully youll make much more of those quick videos as well as more indepth tutorials but as it is right now the documentation seems to be pretty good for this and it seems like the most simple way to make games on the asset store right now. it reminds me a lot of how construct 2's event system works, and construct 2 was literally the only game engine i ever had fun making games with because of how simple and understandable it is
     
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  9. Catsoft-Studios

    Catsoft-Studios

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    Thank you @koalabear39 ! Yeah we have some more videos in the oven at the time ;) We're also looking for inspiration, as most of the videos are pretty basic and don't cover advanced topics (due to we want to keep them under 10 minutes). So if you have an idea, drop us a line!
     
  10. PyroStudios

    PyroStudios

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    Sep 23, 2012
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    So I finally purchased this asset and I've been using it for the last day or two. I'm really enjoying how easy it is, however I have a few questions.

    1: Is there a best practices for keeping our hierarchy clean and neat with all the actions/triggers/events??

    2: Can I use my own character controllers with this? I haven't tried yet but I have a character controller from the asset store that I'd like to use.

    3: Is there a way to lock the mouse to the game view when using the First Person camera motor?

    4: Is there a way to put variables in dialogue (using the Dialogue module) For example the Player's name like this. "Hello {player-name-variable}, how are you today?"
     
    Last edited: Jan 26, 2019
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  11. PyroStudios

    PyroStudios

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    Sep 23, 2012
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    I would also like to report a bug I'm seeing.

    When I go to my quest journal and I abandon a quest, there is no way for me to get that quest state back to inactive. I just get the following warning when trying to set the quest back to inactive.

    2019-01-26 (2).png

    The reason I need a way to get the quest back to the Inactive state, is because I want the quest giver to give me the quest again. If you use the demo scene that came with the Quest module, you'll see the king just continues to say "Thank You" when a quest is abandoned and there's no way for him to give the quest again.

    Yes I'm sure I could just add an Abandoned condition to the king for him to give the quest again, but that seems like duplicated work, when instead I could just change the quest status back to Inactive.
     
    Last edited: Jan 26, 2019
  12. Zuon94

    Zuon94

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    Aug 4, 2011
    Posts:
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    Hi, I don't know if guides or tips are still being given here, but I've finally decided to try and give Game Creator a go. Unfortunately, I'm unfamiliar with the interface at this moment.

    How would I go about creating a basic Paper Mario 64/GC style character controller? The idle, walking, and jumping sprites for all four directions (Left, right, up, down) have been created, but I need a little bit of help piecing it all together. And of course, I hope leaving options open for eventual attack animations is possible.

    It would also be nice to know how to create a Paper Mario camera as well, that can be subtly rotated along curves in the 3D environment, which is a lot more interesting than a never-ending 2.5D Plane of movement. But if this is too ambitious of a question, don't worry about it.
     
    Last edited: Jan 27, 2019
  13. Catsoft-Studios

    Catsoft-Studios

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    Hi guys, thanks for reaching out. I'l breaking down the questions and answer them one by one.

    It all depends on the project. We normally keep all Triggers that are global (On Key Up, On Start, ...) inside one Game Object at the center of the screen and then move it about 10 units up. That way it doesn't interfere with the scene's view. Same for the rest of Actions and Conditions.

    One quick tip: Actions have an option to destroy themselves after having executed. You can take advantage of this and place an Action as a sibling component of a Trigger so it is only executed one. After the Trigger fires it, the Action will be destroyed along with the Trigger.

    Yes and no. You can use any controller you want. In order for Game Creator to identify an object as the player, all you need to do is add the HookPlayer component. But, if you use your own controller, you won't be able to use the Character actions (such as Move Character To, change Character properties, etc...).This is a bit obvious, since we need our own controller to do so, but we need to make sure it's understood.

    Yup! Using the Cursor Action. You can lock the cursor in the center, change the icon for a cross-hair or even hide the mouse icon.

    Yes. It's not documented as we added this recently. It only works for global variables, but should be enough. The syntax is the exact same you use with the Stats module:

    Code (csharp):
    1. Hi, my name is global[name-of-variable] and this is my favorite store in the Citadel!
    We'll definitely take a look. I'm adding this to the list. We may contact you later, since the Quests module has a complex dependency relationship cycle between different quest status, so we can't assure whether it's a bug or a decision by design.

    Great news! The new Game Creator version 0.8.1 has a new Input method called Side Scroll that allows you to create side-scroll games. As for the controller, that's a bit more difficult to do. I'd advice you take a look at how the Animator and Animations work in Unity.

    Once you have that, you can easily create your own animations (I guess you're trying to emulate 2D animations in a 3D environment) using States. Check our youtube channel to learn more about States and Gestures! That's what you're looking for.

    Should be feasible. You can use the Railroad Camera Motor, which tracks an object along a path. Paths are defined by two points, so you can't create curved ones, but the dampening of the main camera will smooth out the effect of turning around corners.

    If you want even more control, you can set On Enter Triggers that when the player touches them, the camera is smoothly interpolated towards another view using the Change Camera Action. Check the examples of the core module, in particular, the Example-2 scene.
     
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  14. PyroStudios

    PyroStudios

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    @Catsoft-Studios Thanks so much! that pretty much solved all the issues I have. And like I said, I can work around the 'quest abandoned' issue for now :)
     
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  15. paddywwoof

    paddywwoof

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    Apr 19, 2016
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    Hi, I can't see anything about this in the docs or this forum, but is there a way to stop the adventure camera zooming right in to the wall when the player hits a collider? i.e. like in
    (I'm using 2018.3.0f2 on ubuntu, editor and published app do it)
     
  16. stas1990

    stas1990

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    try changing the wall layer or changing the available layers in the motor camera
     
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  17. Catsoft-Studios

    Catsoft-Studios

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    We're working on it. This is due to the character being too close to the wall. We're working on improving the collision detection method. We'll keep this video for future reference!

    Bear in mind that Game Creator is not yet fully compatible with 2018.3 due to the new prefab system. We recommend using 2017.4 LTS version, although 2018.1 and 2018.2 work just fine. We'll be updating support to 2018.4 once the next LTS version is released and drop support for previous versions.

    Changing the layer mask will make the camera go through the wall. If that's what it's intended, great, but the camera getting inside the wall is a thing we've marked as a bug. Thanks for answering though ;)
     
  18. Catsoft-Studios

    Catsoft-Studios

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    Hi everyone! Just a quick reminder that we're going to be doing a live interview with @TheMessyCoder on Saturday the 9th at 21:00 GMT.

    interview.png

    We hope to overview Game Creator and talk a bit about our future plans and have some good laughs. You can download an .ical reminder file in case you don't want to miss it. Cheers everyone!

    Download Reminder (iCal)

    We're taking this opportunity to talk about where we are. We've just pushed an update of Game Creator to the Unity Asset Store that fixes some minor (and some major) bugs that we've been dragging along. This update should be made along with other modules.

    We're also getting close to release the Behavior module! We're taking enough time to polish and make the navigation as intuitive as possible. Stay tuned!
     
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  19. TheMessyCoder

    TheMessyCoder

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  20. Catsoft-Studios

    Catsoft-Studios

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    Oh yeah, Twitch has notifications! Now I feel like a dinosaur having published an iCal file :D Cheers!
     
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  21. paddywwoof

    paddywwoof

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    ...and it seems to be fixed in the latest release, on 2018.3 as well as 2017.4
    Remarkably responsive development, once again! :)
     
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  22. Catsoft-Studios

    Catsoft-Studios

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    Thanks! We weren't aware that the update went live :)
     
  23. KristianF

    KristianF

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    I have one question regarding your gestures & states feature.

    These animations don't have to be available in the animator that you play them on, right?

    We already have an animator, but would like to play customized (on a unit base) special animations, without blowing up the animator to support all possible animations. If I understood everything right, thats what the gestures & states are for, right?

    Thank you in advance.
     
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  24. Catsoft-Studios

    Catsoft-Studios

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    Hi Kristian;

    Yes, that's correct, as long as you're using our Character system. The Gestures and States system are built using the tech that powers Unity's Timeline, which is an upper layer on top of the Mecanim Animator, called Playables API.

    This is very useful, since you don't need to plan ahead all the little animations you'll be using in your game and create the (incredibly large) Animator. Instead, you can drag and drop these clips into a Play Gesture Action and it will be automatically played.

    Check out this tutorial on Gestures and States:



    Cheers!
     
  25. imump

    imump

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    Beautiful asset, good work.

    Regarding integration's with other assets, namely, Love/Hate, Quest Machine (For Procedural Quests) and EliotAI (Awesome AI solution) is that possible at the moment? or will you have integrations in the future?

    Also, forgot to ask, Will your Inventory addon be fleshed out more, such as Containers to store items, randomizing items and their stats?
     
    Last edited: Feb 12, 2019
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  26. Catsoft-Studios

    Catsoft-Studios

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    Thanks :)

    That's the plan. We wanted to start off by making integration modules that complement our solution, such as Playmaker and Bolt. We're open to suggestions in this regard. However, we already have a Quest module and an (upcoming) Behavior module for AI, so we'll prioritize packages that don't collide with ours first.

    Yes. In fact, we plan on releasing a Container component, which will allow to hold items and retrieve them. This will come very, very soon.

    We don't plan on allowing items have randomized stats, since these come from the Stats component. Due to their nature, this would be pretty difficult to pull.

    Regarding randomizing items, I guess you mean having some kind of loot tables. We do plan on releasing (after the Containers) Loot Tables, which will allow you to define a bunch of items and their amounts and rules to retrieve them. For example, randomly picking one based on a probability weight.

    Cheers!
     
  27. Regularry

    Regularry

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    I'm interested in Catsoft Game Creator but all the information and tutorials I've seen show it being used only in 3D examples.

    I assume at least some usage for 2D games is possible as well. There is one promo image on the quest module store page that shows it apparently being used in a 2D game, but I can't find anything that explicitly states what the situation with using Game Creator for 2D is.

    Is there any information somewhere that describes in detail what limitations there are, if any, with using Game Creator for 2D projects?
     
  28. Catsoft-Studios

    Catsoft-Studios

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    Game Creator is primarily focused on 3D. You can still use it for 2D content, but the Character system only works with 3D physics. We plan on supporting 2D later on, but for now we prefer to focus on just one side of the coin.

    quest.jpg

    I guess you refer to the image from above. This is just a simple texture that we used to illustrate a top-down map with a small excerpt of a quest next to it. The important part is the right side, where you can overview how an investigation quest is broken down in different tasks.
     
  29. Regularry

    Regularry

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    It looks like an amazingly well thought out system so I'll probably buy it anyway to experiment with it for potential 3D uses. Thanks for the information.
     
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  30. Catsoft-Studios

    Catsoft-Studios

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    You're welcome! Feel free to ask us any question :) Happy game making!
     
  31. SLASH24

    SLASH24

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    Hello, @Catsoft-Studios !! I remember that somebody had camera issues within Game Creator, because of the avoidance method used... yes I can confirm that it needs an update in this field...
    I'm experiencing issues too ! it's bad.
    maybe this video that I've made will help to fix everything annoying with it :


    in this video extract, we can see that the camera can become too much jerky, it needs a fix !!
    when the camera is between player and obstacles, it don't know where to stay anymore !
    here are the settings used :
    GCcamera.PNG