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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 :-)
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.
I have a few prefabs holding information in the form of local variables in my game. For some reason, the values of the variables will turn to null when I hit play, then revert back to their original value in edit mode. This has also been affecting instantiated versions of the prefabs. Also, I've noticed that this doesn't happen on the first time I enter play mode per session, only the times following the first. Any help would be great, thanks!
[Edit]: Apologies, I tested it further and it turns out instantiated clones of the prefab preserve the original variable values. Unfortunately, the problem persists when trying to get the values from the prefab directly.
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
Just picked this up and after watching the video's I was able to take an idea I had been trying to get started with to create some sort of working prototype for months using a number of different assets thinking by "adding this" or "changing" to that I could "Do this".
I never bothered with asset's like this before being a coder. I was confident with my smug "I don't need an asset that does code." attitude.
This should be called "Game Changer". It brings to life your idea's so fast you get it going you just need to add your flare and polish. I have been using it now for a few hours and had to get the addons as everything just makes so much sence.
Great job with this. I hope it becomes a staple tool for Unity. I really can't believe I was doing things from scratch everytime with assets to patch in things here and there.
Game Creater to Game Developer.....thank you.
Almost any modern game will allow the player to change their input bindings. However, in GC the input is tightly coupled to the trigger system and it doesn't appear to be possible to give the player the ability to rebind their keys/buttons while playing the game. I would strongly suggest that such a feature be made part of the core module. Not only is this an expected feature in most games, but it is also an issue for people who have physical impairments and cannot use every control scheme or controller. I personally can't imagine releasing a non-free game and not allowing the player to change their input bindings.
This is goin to be addressed with the next Game Creator major iteration is released. We're using the current stable Input System from Unity. They have been working on a new one called Input Manager (or new Input System? I don't really know what's the name, but it's a vanilla one).
This new Input methodology will allow to automatically detect when a new controller is plugged into your computer and switch the input schema at runtime. Moreover, multi-platform is going to be a breeze to do with zero effort from your part.
We've made some tests building a later on top of the new Input System and the results are very promising. This isn't coming any time soon, but know that we're working on it.
If I have local variables on a GameObject and wish to access this on the same object I always have to drag that same GameObject into the field, but if I had all local variables on Player I can just select that.
So why not also have in this drop down a selection use Owner? then I would not have to drag the owner to the GameObject field as it is already a member of that Object.
It would save time and dragging when the local variables are already on the same GameObject.
This is an interesting question and one that's being addressed in Game Creator 2.0. The thing is that the list where it shows a collection of options (Game Object, Local Variable, Global Variable and List Variable) is fixed and can't be altered. This is shared across different objects, whom may not be able to reference a "Owner" or "Self" object.
We are changing the entire architecture of the Actions for the next major release to support his out of the box
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