Makoto

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 switched to GC last week and rebuilt everything we’d spent nearly a year working in just a few days. Anyways, I’m out for the night but here’s our first Basic AI and Combat test :D

Carth

Slash or Burn

Deep in the Dungeons of Fire, there will be many Foe, each waiting to battle with you. Some more mighty, and with more skills than you will have. Are you ready for the challenge?

You have a choice of 4 player characters to fight for you, and 6 very ugly bad guys. As you win ...

FetaKnight experiments

FetaKnight search his inspiration in the Devil May Cry combo’s}

Defnite

Braverz

kinda like what I’m doing with my game Braverz.. this is all made with GC and photon

Simple Horror Game

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 powerful and intuitive to use!
by xclipse269

Advanced AI

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 actually dies when his health reaches or is below zero. One that also dynamically takes easy to setup cover and is a lot faster in responding to action while not missing his shots as much.

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.

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.

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.

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.

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?

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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