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★ Game Creator ★

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

  1. PaulGK

    PaulGK

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  2. Catsoft-Studios

    Catsoft-Studios

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    As @PaulGK says, the best way would be using the Behavior module, as it's specifically designed to handle NPC behavior. Check out this video on how to create a Hide & Seek game. Translating it into a combat framework shouldn't be difficult to pull.



    On the other hand, if you don't want to purchase the Behavior module, you can try (if your AI is very simple) using the Move Character To action and add some threshold radius, so the enemy doesn't try to get into the player's position, but stays a bit far. Setting this Action to "Wait till Complete" will allow it to execute an attack right after, as it means the enemy is close enough to attack the player.

    Hope this helps!
     
  3. Daniel-Talis

    Daniel-Talis

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    Is there a tutorial that shows how to switch between the First Person and Adventure Cameras with a key press or a button click?
     
    Last edited: Jul 27, 2019
  4. Catsoft-Studios

    Catsoft-Studios

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    Not at the moment, but is quite easy to do. We've noticed we need to create more "basic" tutorials and hope that this one, which has been requested a few times now, will make it soon to our Youtube channel.

    But meanwhile, you can use the "On Key Down" Trigger to detect when a key is pressed and use the "Change Camera" action to switch between different camera motors.
     
  5. Daniel-Talis

    Daniel-Talis

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    Thanks, I have another basic question that I hope you can answer.. I can turn off 'run' and have the Player walk but is there a way to replace the default walk animation with another? I have a female Player and the default walk is 'very' male.
     
  6. Catsoft-Studios

    Catsoft-Studios

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    Sure, it's quite easy. The locomotion animations are part of a sub-system called States. A State is basically a list of animation clips that are internally arranged and picked from when playing a character's animation.

    To change the default walk animations, right click on your project and select Create → Game Creator → State. Check this link to know more about States and how they look like: https://docs.gamecreator.io/game-creator/game-creator/characters/states#custom-states.

    You can drag and drop your custom walk animations. Once you've done that, select your scene Character and drop the State object onto the "Default State" field. This will tell Game Creator you wish do use a custom set of animations instead of the default ones.

    Screen Shot 2019-07-28 at 10.24.48 AM.png

    That's all. Hope this helps! For more information about States & Gestures, make sure to check our tutorial:
    . Cheers!
     
  7. Daniel-Talis

    Daniel-Talis

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    Great, this asset is starting to look very useful indeed. :)
     
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  8. Daniel-Talis

    Daniel-Talis

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    Got this to work really well with a new idle and walk for females from Mixamo. Only problem I'm having is that the idle won't loop even though the imported animation is set to loop. Is there a another tickbox that I'm missing. I've looked around on the Player but can't find one?
     
  9. Catsoft-Studios

    Catsoft-Studios

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    The idle should loop as long as you check the "loop animation" checkbox in the animation clip. But you say you already have done it. Could you post some screenshots of the State as well as the animation clip settings?
     
  10. Daniel-Talis

    Daniel-Talis

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    Solved.. I had a couple of animations looped but not the one I am using.. thanks, so pleased to get it working. :)
     
    Last edited: Jul 29, 2019
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  11. Catsoft-Studios

    Catsoft-Studios

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    Glad to hear it ;) Cheers!
     
  12. Catsoft-Studios

    Catsoft-Studios

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    We just added a new tutorial that shows how to switch between different camera motors and thought you might be interested. Cheers!

     
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  13. akuei2

    akuei2

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    Hi, look like inventory support skin mesh now :)
     
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  14. Catsoft-Studios

    Catsoft-Studios

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    Yes! We added support for SkinMesh Renderers :) For anyone interested, it's as simple as using the "Instantiate Skin" Action and select the mesh prefab. It will automatically retarget the bones to the target's character:

    https://twitter.com/catsoftstudios/status/1156567625515905024.
     
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  15. anton88pro

    anton88pro

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    Hi!

    Do you have any plan to implement raycast hover trigger? It's necessary feature for every fps games: crosshair needs to change color when aiming at enemies or pointing at interactive element, raycast hover is also needed to trigger events or display information.
    Otherwise, FPS in Game Creator seem to be incomplete even for a walking simulator. And as I remember, you wanted to bring shooting module, but I don't see how you can do it without bringing raycast hover trigger first.
    I've also noticed Game Creator hub has "Cursor Raycast Any". Is what I needed? Would it work with the latest version of Game Creator (this module was updated 2 months ago). module link
     
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  16. pushingpandas

    pushingpandas

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  17. pushingpandas

    pushingpandas

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    You can join the discord Channel. We are nice and try to help each other! Its a great community.
     
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  18. mikemuk01

    mikemuk01

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    Please can someone help me. I am new to Game Creator and I have set up a Player in my scene, but I would like to use my own character. The GC manual says I should click the ‘change character ‘ button but I cannot find this button. I also cannot find a way to alter the walking speed of the Player, I have only a running speed entry which doesn’t seem to work. I’m using GC version 0.9.9 Thank you
     
  19. PaulGK

    PaulGK

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    If you click on your Game creator player you have created in your hierarchy you should get the option to set speed, change the character model, plus lots of other goodies you can alter in the inspector.
     
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  20. awesomedata

    awesomedata

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    @Catsoft-Studios

    This looks rather well-designed so far!


    I think your approach is pretty good regarding modularity. There is one thing I'm unclear on though -- It seems like the input system should be modular too. For example, Rewired isn't supported, nor are actions from the new Input System from Unity. Supporting the latter would be best IMO. How might one go about changing over to Unity's new Input System from the current version?

    One other thing I noticed...

    It is simple to make small simple behaviors, but wiring up complex ones gets repetitive.

    Is there any way I might've missed to create a single (combined) action out of a list of actions?
    Maybe using Nested Prefabs?
    Perhaps you could convert the existing actions into a "meta" action via script or something? This ability made Bolt's approach speedy as you only needed to wire things up once, then use it like a method, dropping it in and providing it some inputs. Gameflow is really great in this regard too. Maybe it could be useful to mark certain fields of certain actions as "arguments" that should be kept _variable_ after conversion to a grouped "action", leaving all other arguments hardcoded after conversion (for speed purposes). I could imagine writing my own input controller this way.

    That said -- From a user standpoint, these two things are really all I can see that needs to be improved! :)
     
    Last edited: Aug 19, 2019
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  21. Catsoft-Studios

    Catsoft-Studios

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    I don't think that's what you need. Instead, check out the Hotspot component: It allows to change the cursor when hovering over objects automatically (as well as other things). See the documentation for more details.

    I think I already answered you via email, but just for anyone's with the same question: The Change Model button is no longer a button, but a drop zone. See documentation with a GIF showcasing this.

    As for the walk and run speed, we simplified this too. The Walk speed is always the half of the Run speed. So if your character runs at a speed of 10 units per second, its walking speed will be 10/2 = 5. This is due to it simplifies the syncing between the idle/walk/run animation cycles.

    Thank you! Agree on this, but we didn't want to add a Rewired dependency on Game Creator, as we can't force them to purchase Rewired if they want to use our package. When Unity releases a stable version of the new Input System and makes it the default one, we'll definitely add support for it.

    Excellent question. If I understood this correctly, indeed, that's possible. Although we don't have a proper name as Bolt does (I think they are called Macros) you can create a Prefab out of an Actions object. You can then use the Action Call Action to execute another Action. This can either be a prefab or a scene Action. This is very useful since you can create common mechanics and pack them as prefabs, allowing you to reuse them throughout the entire game.

    For arguments, you can make use of Local Variables. I'm not quite sure if you were referring to this, so please, further explain if I missed the point :)

    Thank you and happy game making everyone!
     
  22. Catsoft-Studios

    Catsoft-Studios

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    This thread is very quite lately, so in case someone is only following this, here's a quick recap of what we've been up to.

    Unite Copenhagen 2019: We're going! If someone ones to share a beer, drop us a message! Would love to meet in person and talk :)

    Game Creator 1.0.1: Yup! It's out of Beta! We have just launched the latest version which fixes a bunch of issues and should be ready for production. Let us know what you think!

    Support Channel: In addition to Discord, we've set up a new Forum where you can ask your questions, share ideas and give suggestions. Anyone can participate! https://support.gamecreator.io

    Shooter module: The latest addition to the family of modules designed for Game Creator is about to be complete! We'll do a live stream on Wednesday 18th at 06:00 PM UTC on Youtube, where we'll overview how this module works as well as listen to suggestions, try your ideas and hear your opinion. You can set a reminder on the following link:


    (Click on the title and go to Youtube. Live Streams are not supported on embedded iframes)

    Happy game making!
     
    Last edited: Sep 27, 2019
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  23. blueFire

    blueFire

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    Any idea how soon the shooter module will be released or what the price will be?
     
  24. JC_LEON

    JC_LEON

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    amd iss there a registration of the stream i missed the event and would to see it.. and hope shootermo dule can accomplish my needs so i could start to use really Game Creator.. since ihave it on my asset library but ner really used it
     
  25. blueFire

    blueFire

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    You can see the video showing the shooter module on Youtube here:
     
  26. blueFire

    blueFire

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    It mentioned in the shooter video above that the shooter module was for ranged combat only and has no melee attacks included. How easy is it to add melee attacks using what is currently available in Game Creator? Are there any easy to follow tutorials anywhere showing how to add melee attacks?
     
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  27. Catsoft-Studios

    Catsoft-Studios

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    I'm about to release a new Game Creator version that fixes some compatibility bugs. After that, I'll work towards polishing the Shooter module and getting it ready for release. My take is that at the beginning of October it should be available. About the price, I still haven't decided yet, but expect a price somewhat around the liking of the rest of the packages. Maybe a slightly higher due to it has taken more time to develop.

    As you correctly mention, the Shooter module aims to help you build games with ranged combat capabilities. For close quarter combat we intend to create a separate module called Melee. We'll start working on it right after the Shooter is released (we'll also give some time to update previous modules with new features though).

    Initially we wanted to create one single combat module, but swords and guns have little to do with each other. Fighting close quarter is more about timing, having combos and dealing with stun locks, managing distance, etc... Whereas gun fighting deals with quick aiming, reloading times, fire rate, ammo and other quirks. So in order to create clean modules, we decided it was better to have these two systems as separate packages.
     
  28. SLASH24

    SLASH24

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    hello @Catsoft-Studios !
    my name is Adjo,

    there seems to be an issue with the latests versions of GameCreator core.
    and its seems to be a big blocker issue...
    I've installed it correctly with right after, all the other modules except for network multiplayer,
    then I added a player with no customizations, hit play try to move the player to the right,
    release the right key, wait until the player stops totally, then hit right key again:
    issue, because the player doesn't move! he would eventually rotate if facing the opposite direction, but no movement...
    then keep on holding the key and wait a few seconds, yeah its a matter of several seconds, then it will start moving again !

    to sum up there's an issue with character movement, running, stopping and running again. if you stop moving then moving again is problematic.

    I've tried to re-install, even made a new empty project, but no solution.
    I hope it helps, and that it'll be fixed soon ! any one else notice the same issue ??

    next:
    keep going with the good work and modules it's great. I like what you are creating and working on. since more than 2 years for me now!

    Also:
    you talked about a traversal module, or locomotion... I'm waiting for this actually ! take a look at an asset called HEROIC TRAVERSAL by ANIMATION BANDIT, it would be awesome to make Third person game with almost all these acrobatic moves, jumping, wall running, climbing,shimmy, swinging, vaulting over, etc... but easily, you know, the game creator way yeah... it should also make it easier to make use of root-motion animations to achieve traversal motions and specials moves. what are your thoughts about it??

    next, I'd love to make a "Max Payne, bullet time, mid air diving hero" the same way as the rockstar's franchise... aiming in all directions while in air. but of course quite easily to setup, for the programmers and designer...

    next,
    another important thing is the INPUT, yeah we need an input Module or update to the core functions !
    key points would be:
    *using gamepads and controllers easily for developers and gamers / users as well
    *allowing the modification of controls for the gamers, during runtime, through menus...

    still I'm waiting hard on shooter and melee modules too !
    I have bought every items on your asset store page...
    it's very useful. I worked with it often this year.

    many thanks in advance !
     
    Last edited: Oct 4, 2019
  29. Catsoft-Studios

    Catsoft-Studios

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    Hi Adjo. We haven't been able to reproduce what you're describing. In order to keep track of this issue, could you open a ticket at our support channel? Also, it would really help if you could screen-capture what you're doing as well as the result. This will enormously help us see were the problem might be.

    The support page is the following: https://support.gamecreator.io

    Thanks :) Super glad to hear that!

    Yup, the Traversal module is coming right after the Melee (which will enter pre-production phase after we release the Shooter module). We're still gathering a list of moves that the character will have, so feel free to send us suggestions (you can use the "ideas" tag in the support channel. We'll definitely take a look at the heroic actions package. We'll provide some basic animations, but you'll be able to replace them with any custom ones (or purchased, such as the aforementioned package).

    Regarding root motion, we don't have plans on supporting it at the moment. The reason being that root-motion animations can be easily converted to character controllers that don't use root motion, but not the other way around. There are a couple of technical reasons, but although with time we could get around them, it's much easier to have one single universal locomotion system that works out of the box.

    You can already do this! Check out this livestream (timestamped) where I showcase how you can create a quick bullet time effect. Note that you'd probably want to add some post-processing effect while being in this mode, like adding chromatic aberration, making the camera turn black and white or some sort of fancy effect.



    Glad you're bringing this up. Unity's current Input system works fairly well, but it's not flexible at all. You can already make use of gamepads modifying the input schema at Edit -> Project Settings -> Input.

    However, Unity's new Input system will make this process much more streamlined. As soon as the new one becomes the default one, we'll switch to supporting it.

    Thanks! We promised to release the Shooter module last Friday, but due to some last minute issues we had to post-pone it to this week. But it's coming imminently ;)

    Hope everything's clear. Let me know if you have further questions.

    Happy game making!
     
  30. SLASH24

    SLASH24

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    hello, @Catsoft-Studios :
    I've made a youtube video, featuring screen capture and text comments to show the situation on my laptop:

    I will soon open a ticket on your site too.
    EDIT: here it is
    https://support.gamecreator.io/comm...-players-character-keyboard-controls-movement

    I hope that it's clear now. the video shows it well. it seems to be very particular issue though !
    am I the only one with these issues ? I use a ROG Strix Scar II laptop.
    does anyone notices the same issues ?
    Please note that before there was no issues with movement. Game Creator and unity used To be all fine with that.
     
    Last edited: Oct 9, 2019
  31. David5988

    David5988

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    Can I use another character controler and use Game Creator for the game system?
     
  32. unicat

    unicat

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    Hi, have done a video now:
    After long time i made a video:
    test.gif
    As you can see looking up and down is restricted(max pitch 120). The camera turns horizontal 360 degrees if my player stands still. If the player walks or run it works fine (The camera turns with the players head).
     
  33. Catsoft-Studios

    Catsoft-Studios

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    We can continue this conversation on the support ticket you opened. Seems there's an issue with the latest acceleration and deceleration. We're looking into it.

    You can. All you need to do is add the "Hook Player" component to what you will identify as the Player. This will allow Game Creator to know what object is referred as the player.

    However, we don't recommend doing so, as you won't be able some unique Game Creator features, such as moving Characters with Actions, changing character properties or playing States & Gestures. Basically anything related to characters.

    Aha! Okay, understood now. In order to solve this you'll most likely need to remove the head of the Player. Most FPS games have a separate model for the head which isn't rendered by the camera (only by reflections, and not many games have that, so sometimes the head is completely cut off).

    The last Game Creator update has a couple of solutions for this. One is a new Character model without the head. This is perfect for FPS, since removes any possibility of the head clipping through. The other one is at the bottom of the First Person Camera Motor, under the Experimental section. There's an option to "Stiff Body". This allows to keep the torso straight, reducing the amount of bouncing of the head.

    Bear in mind that animations for First Person games are very different from other genres: body movement is reduced to a minimum to remove motion sickness. Take a look at the following video of Mirror's Edge third-person mod. You'll see how the body is kept very still to avoid adding unnecessary movement to the Player's head.

     
  34. SLASH24

    SLASH24

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    hello @Catsoft-Studios ! there are some news:
    today I've made a simple character controller of my own, not Game Creator at All, but my own scripts from scratch
    I move the character with arrows keys, I use the unity built in component character controller
    for some reason that I'm not sure, I ended with the same issues that I had with GameCreator ! the character takes times to start moving !
    I'm worried, because I begin to believe it's my hardware or configuration's fault ! I don't know what to do !
     
  35. Catsoft-Studios

    Catsoft-Studios

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    Hi @SLASH24 , thanks for the heads up! I'm a bit behind schedule (still have to answer messages from the support forum and I think I saw another message from you there, so excuse me if I say things two times). I've just finished writing the documentation for the Shooter module (Yai!) and I'm getting hands on the Game Creator update along with the other modules.

    First thing I'll be looking at is this controller problem. I've received quite a lot of reports regarding this, so my intuition is that we made a mistake on the last update. I'll circle back as soon as I have some news. Hopefully it's not a hardware problem! :)
     
  36. jingray

    jingray

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    Support 2D game ?!
     
  37. Catsoft-Studios

    Catsoft-Studios

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    Although we have plans on adding support for 2D, it's not on our roadmap at the moment. We prefer to focus on 3D and make it work as stable as it can possible be.
     
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  38. unicat

    unicat

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    I`m an idiot. The face direction under player/locomotion was set to movement direction. After changing it to camera direction it works as expected. :oops:
     
  39. Catsoft-Studios

    Catsoft-Studios

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    :D Great! Happy to hear it's fixed
     
  40. SLASH24

    SLASH24

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    hello again, @Catsoft-Studios, how are things ? I hope everything's good !
    Congratulations for releasing the shooter module, it's already mine as I write these lines !!! yeah !
    my Feedback on it Soon !

    I think that the issue mentioned previously is not specific to GameCreator ! because I wrote a demo from scratch, without Game Creator at all, and the same kind of issues occured ! I'm waiting for the feedback of my brother with it's own computer to tell if it's my config's fault only...

    I've also opened a thread about my new issue, that's not Gamecreator specific, in my opinion, to gather some feedback here :
    https://forum.unity.com/threads/topic-about-an-issue-thats-not-clearly-defined-yet.765899/

    EDIT: finally thread was locked. I have updated GameCreator to the latest version, with a new character, new project: everything is fine. no issues. and for the issue with my scripts made from scratch, it's probably a totally different issue.
     
    Last edited: Oct 24, 2019
  41. silveryw

    silveryw

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    Last edited: Oct 25, 2019
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  42. Catsoft-Studios

    Catsoft-Studios

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    Thank you very much! Despite this, we removed the acceleration and deceleration features on version 1.0.4. We're waiting to hear back some feedback. So far, no one else has complained about that issue, so... Not sure what to think anymore :p . Despite this, I'll be working on bringing back character acceleration once I have some time to properly implement it.

    I have excellent news for you @silveryw ! Game Creator has been having an animation framework based on the Playables API for more than two years :) I actually didn't know about Animancer, but some concepts are pretty similar.

    You don't have to mess with the Game Creator's Animator Controller. All you have to do is think about the animation you want to play: Is it a looped animation, like sitting on a chair? Use a Character State. Is it an animation clip that is just played once, like a punch? Use a Character Gesture. (Each name links to the documentation)

    You can watch a video tutorial where we explain all these concepts in detail:

     
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  43. SLASH24

    SLASH24

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    hello ! @Catsoft-Studios !!! thanks for the new tutorial for the shooter module (
    ), I watched it, it's interesting.
    I've tried the module myself, the workflow is great and easy,
    however, it works only with the default character, cause whenever I try my custom characters, these are the errors thrown :

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. GameCreator.Shooter.CharacterAimIK.AnimateBoneIK (UnityEngine.HumanBodyBones bone, UnityEngine.Vector3 offset) (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Character/CharacterAimIK.cs:141)
    3. GameCreator.Shooter.CharacterAimIK.OnAnimatorIK () (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Character/CharacterAimIK.cs:134)
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. GameCreator.Shooter.CharacterAimIK.AnimateBoneIK (UnityEngine.HumanBodyBones bone, UnityEngine.Vector3 offset) (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Character/CharacterAimIK.cs:141)
    3. GameCreator.Shooter.CharacterAimIK.OnAnimatorIK () (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Character/CharacterAimIK.cs:134)
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. GameCreator.Shooter.CharacterAimIK.UpdateAimBonePitch (UnityEngine.HumanBodyBones bone, System.Single pitch) (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Character/CharacterAimIK.cs:180)
    3. GameCreator.Shooter.CharacterAimIK.LateUpdate () (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Character/CharacterAimIK.cs:167)
     
  44. Catsoft-Studios

    Catsoft-Studios

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    Thanks! We're aware of these issues and this week we're going to have them fixed. It looks like we made some assumptions that a Humanoid character will always have the spine bones. But it seems some bones can be skipped and still consider it a humanoid.

    Thanks for the stacktraces. I'll update the ticket with this information.
     
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  45. jnbbender

    jnbbender

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    This is sort of an opinion piece as well as a few questions. I am looking to make a pretty solid FPS and I have just about every FPS solution out there. Although almost everything depicted shows a TPS view I was wondering how well the FPS compares to some others?

    FPS Questions:
    Does this asset support full body awareness?
    How complete is the FPS regarding weapon and arm replacement?
     
  46. Catsoft-Studios

    Catsoft-Studios

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    We mostly show TPS view because it's usually more "difficult" to get right, since it involves more complex animations. However, we support TPS; FPS, Top-Down and Side-Scroll perspectives as well. Or any other combination you can think of actually, since our Camera Motors are not genre-specific.

    Regarding your questions.

    I'm not entirely sure what you mean by full body awareness. If you refer to being able to see your body and feet looking down, yep, it's perfectly feasible. In fact, we have dedicated an entire Shooter scene example to the First Person mode. You can check it out for yourself: https://demos.gamecreator.io/demo/shooter.

    It is worth noting that not all 3D animations are usable for FPS. Check out a post we created above where we showcase how Mirror's Edge movement looks like from a TPS view for more info. We have an experimental feature called "Stiff Body" that tries its best to make generic animations work for first person. You'll find it at the end of the FPS Camera Motor properties.

    Using custom 3D models is really easy. Check out this section in the documentation: https://docs.gamecreator.io/game-creator/game-creator/characters#character-model. You can replace any humanoid character at runtime using the "Change Model" action too.

    As for weapons, there's not boundaries. The Shooter module allows to instantiate any game object that will work as your fire gun. The only thing you'll have to take care is using an animation for your character that correctly holds your gun. For more info on this topic, we created a video tutorial showing how to create a magic Wand from scratch, but the same concept can be applied to assault rifles, grenade launchers, pistols, ...



    Let us know if you have further questions. Happy game making!
     
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  47. Havok_ZA

    Havok_ZA

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    Congrats on the shooter module. I’ll be getting it soon.
    I’m also keen on the Melee module.
     
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  48. Catsoft-Studios

    Catsoft-Studios

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    Thank you! :) The Melee module is going full steam although it's going to take some time. However, we have released some screen captures as a teaser: https://twitter.com/catsoftstudios/status/1209433725752291329.

    *Note that the animations are from another Asset Store package and we're using them as placeholders.
     
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  49. Havok_ZA

    Havok_ZA

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    Oh wow that looks like it's coming along nicely! :)
    Keep up the good work!

    I'm going to go ahead and assume weapon swaps and perhaps....dual wield is already built in ;)
     
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  50. Catsoft-Studios

    Catsoft-Studios

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    Correct, but there's a catch, which might or might not be good news to you.You can use dual wielding weapons, but it will be considered as a "single weapon". The illusion comes from being a single weapon where there are two 3D models (one for each hand) where each of them can have their own trail.

    Hope this makes sense!
     
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