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As the title explains,
Will current users get free upgrades?
I acknowledge you have to make money
But if people invest in version 1, then version 2 should be a free upgrade. Version 3 I would pay for again if I think V1 and V2 was worth it. As like people who buy then V2 get V3 Free but pay for V4 and so on.
You need to keep your customer base and like some unity authors they just try to pull money for each version and they lose and in the end they deprecate their asset. I know, I have loads of them.
But all of your assets / plug-ins are extremely good and no I have not yet given a review but soon for all of your assets and some very good 3rd party assets like photon and UI components..
Today I just purchase Inventory and Ui components. I am happy but you really need to get some better examples and definitely more getting started and use case scenarios like step-by-step (this is how we will build…….), and they should be spoken YouTube videos (narrated).
I am planning to make GC and module tutorials for YouTube but I have decided to keep back as I here from newer 2.0 versions will be coming.
So if you want to have YouTube spoken tutorials quicker then send me your Betas.
Keep up your dam good work. This is Amazing stuff.
I need to check if my Character state is different from the default one. (I'm talking about the animation)
in particular, this things is needed 'cause when he draw/wield a weapon, he have to assume a position and when he sheath the weapon, he have to change state and also run some actions.
Also, because of many different States, i need to use != from default instead of ==
About that, from time to time I fill the need of != operator 😅
Anyway, I think that I could workaround it, but having that kind of Condition would be awesome ☝😁👍
The idea would be using a boolean or an integer Local Variable to know at which "state" your character is; having a sheathed weapon, holding a hammer, holding a sword, etc...
However, you mention you miss having more "different" comparators instead of equals. Every time this happens, would you mind dropping them in this topic? I can easily add them :-)
PS: How did you add emojis to your text? I thought it wasn't possible to UserEcho!
I might just be lazy, but I think having demo scenes with everything set up will help a lot. You'd be able to test the limits of the asset yourself, and it'll allow newcomers to learn quicker and ask lesser questions. And letting people play the demo scenes on your website would also help the asset grow. So far I haven't seen any demo scenes that really shows what GC is capable of, and I'm having a hard time exploring that myself.
For example, you can make a Survival Preset. This could make use of Stats and Inventory (note that I am taking into consideration those that don't have a particular module, and won't have access to that demo scene, but I think Stats and Inventory are the fundamentals of a survival game). And don't just use a bit of each. Try to make the most use of every module. Then you can make an Adventure Preset which makes use of Dialogue and Quest. Then "Run and Gun" with Shooter and Behavior. And an RTS preset, which focuses more on a different type of interaction, rather than trying to use all the modules.
A big problem I found is knowing which actions I should use to best achieve what I want. Yes, people have said to me "you have to be creative". But look, most controllers on the asset store comes with the best settings out of the box. So you know right away what you can achieve with it. Personally, I don't want to spend hours messing around with different actions, trying to get the "best settings out of the box". I want the best settings as soon as I open the box, then I can easily adjust it to my needs. Only you know the "best settings".
When will the update to 0.9.7 be available and will there been any breaking changes?
No breaking changes planned. Most changes are about squashing bugs and improving performance :-)
I'm trying to use the instantiated objects to create bullets and projectile attacks for player and enemy. For some reason when the player or enemy turns, some times the projectile fires in the opposite direction its facing.
The instantiated objects are using a rigidbody and physic action to propel forward.
I'm assuming its a bug but maybe I'm doing something wrong.
with you being busy creating Traversal and all, I'd like to propose some ideas we (me and some colleagues and students) have collected over time, also having tried out several other Trigger-Action-Condition based systems and also having talked to several developers from established companies (like Deck13, Ubisoft, CryTek) as well as indie devs.
So here are the points, roughly sorted by the priority we feel they have:
- ScriptableObject based approach for all Actions/Triggers/Conditions instead of Monobehaviour.
Generally putting Monobehaviors on empty GameObjects just to have them in a scene doesn't feel right. GameObjects have a Transform and represent things that have a position in 3D space and are part of a visible scene. So having an empty GO as a point to spawn gun muzzle is ok, but putting a GameManager etc. into a scene just cannot be right. It would be a much cleaner design. This would also make scene-independent logic possible. The behavior module is already doing this.
- Blackboard-based approach for all variables. Every field of an Action/Condition can by-default be populated with a variable value from a blackboard. This is kind-of implied by the ScriptableObject-based approach, that cannot directly reference GameObjects in the hierarchy.
- Remove the naming confusion between "Actions" (an Actions-Object), Actions (the plural of one Action), and Action (one single Action):
-> "Conditions" should be more generally called FlowControl-Nodes or FlowControl-Objects, so all the nodes that somehow define the flow can be in this category, not only If-Then-Else but also switch and branch nodes of all kind.
-> An Actions-Object should be called "ActionSequence". Because it is a container class and that name is very intuitive.
-> One graph containing Triggers, ActionSequences and FlowControls could be called a "Flow"
- Provide a node-based tool to arrange the nodes of a Flow-Graph visually. This works well, as a Flow usually does't contain too many Actions. An ActionSequence can be a single node that is expandable, like the inspector view now, but in a graph-node.
- Have some powerful FlowControls by default, like a weighted random selection of one (or more!) ActionSequence (with options of, e.g., never selecting twice) with weights being modifiable at runtime, and also potentially multiple ActionSequences being picked for execution. Such stuff can be extremely important for story-driven games and dialog-logic.
- Have an Action that waits for an event (like a trigger in the middle of a sequence). This makes powerful synchronization between Flows possible.
So these are the distilled points that came up over time and from lots of hours of collaborative thinking and using such systems.
I hope this can help make Game Creator even greater and introduce and establish this fantastic approach to an even broader community.
with best regards
Just wanted to leave this here in case others encounter this issue.
I wanted my GamePad fully available in Game Creator.
I found that my Left & Right Trigger Buttons as well as my DPAD would not work in Game Creator natively.
Therefore I could not apply Actions, Conditions, or Triggers to those 6 Buttons.
Then I posted on Discord, and an awesome user by the name of FETAKNIGHT wrote me a script.
Now I can see Axis RAW Down in Game Creator and use these buttons like all the rest.
- Download the attached script IgniterAxisRawDown.zip
- Unzip it
- Copy the .cs file to your Asset folder Assets/Plugins/GameCreator/Core/Mono/Igniters
Now when you add a Trigger, under Input, you will have a new Option 'On Axis RAW Down'
Simply add your Custom Axis in the Axis Name field.
You need to create a Custom Axis
Edit > Project Settings > Input Manager.
Below are what I use for PC with XBOX Controller
Note: With the below setup I can get the Left & Right Triggers working fine.
The DPAD I can only make Horizontal and Vertical work (2 out of 4 buttons) I can live with that :(
Note: The creator of this Script said that this is RAW only, and items will be treated like a simple Buttons. Meaning your Trigger Buttons will not be pressure sensitive. He said the script could be reconfigured to make it pressure sensitive.
This may sound like a dumb question, so I apologise. What would be the best way to have the player be able to pick up an object and carry it? For example, in the legend of Zelda series Link is able to pick up a pot, carry it over his head and walk with it, then throw it. Would this be possible in GC and if so, what would be the best way to set this up?
Thank you in advance!
I recommend you checking this Tutorial from Indie Game Hustle: https://www.youtube.com/watch?v=KVo-twjbY7c&t=984s
It's about creating the Pickup / Carry / Drop. I guess it will help you get an idea of how to approach these things.
The channel also has a lot more useful tutorials based on Game Creator, wonderfully explained.
So, for some reason, when I use imported animations from the Unity Asset store, the player character is floating. However, the base animations and model that come with game maker are fine. How can I fix this? Is it some root motion thing? Or can I easily just change the import settings somehow?
I am trying to make score & ranking system for my game. GC has awesome SaveLoadManager, but it can save & load for game scene. perhaps, there are someone who looking for saving&loading data regardless Save/Load game scene.
For game-option system or local-ranking system, I explain my idea about saving/loading specific data with GC.
According to script of SaveLoadManager of GC, it uses DatabaseGeneral for saving & loading.
so we can use it too to save & load specific game data
for example, I made prototype of GameRanking system like below
first, you need to make serializable class which will store specific data for you :)
because you will parse it to json string, so you need to attach [serializable]
and, unityEngine has smart JsonUtility for handling json strings.
I made one wrapper class to handle List
I don't know the reason, but I can't handle a list directly without handler class to make json string with JsonUtility of UnityEngine.
if you can handle json string with your serializable class and JsonUtility, then you can save & load the json string with DatabaseGeneral of GC like below;
the most important thing is the unique key, the unique key is the unique key string to recognize specific json object which you want. it must be unique, if it has same value with another saved items, it will overwrite on another data
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