Setup Setting up Game Creator is really easy. |
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Core Overview The heart of Game Creator is composed of different components that, used together, allow you to develop any type of game. |
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Advanced AI In this video we’ll be looking at setting up a new and improved Enemy AI. |
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Actors Games that don’t provide audible feedback or voice overs usually have a portrait and/or the name of the speaker so that the player knows who’s saying what. (Unavowed by WadjetEye Games) In (...) |
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Levels and XP Until now everything’s been quite simple, right? Let’s spice things up! One of the most frequently asked questions is how to implement a good Level/Experience system. |
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Simple Health Bar Health, Energy, Mana, Stamina, ... All these attributes are usually represented as a UI element. The Stats module provides a very simple way of showing those and define rules when they change. |
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Regenerative Mana A lot of games feature some kind of regenerative gauge. It can either be health after a short delay of not receiving damage or a small but constant increase of the energy/mana points. The Stats module’s second example shows how you can implement regenerative mana as well as casting a spell only if there’s enough points. |
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Poison Status Effect 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 common ones: The Poison. |
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Strength and Armor Until now we’ve seen how we can output, check and modify Stats and Attributes that involve one single target. But what happens when we need to target more? |
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Lockpicking 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 feature, but show you how can you use the Formulas and Stats for other things that aren’t tightly related to your character’s progression. |
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#0001_character_newEthan the wellknown Ethan character have been customized and some accessories are added _0001_character_newethan.unitypackage.zip Download him for (...) |
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#0004_Crystal VFX animated material lowpoly meshes VFX activated on trigger enter #0004_Crystal VFX |
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Climbables Climbable elements are much more complex than Obstacles as they allow Characters to decide how to traverse them, either via input or automatically. |