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This a place to ask questions, discuss ideas and report bugs. Please, provide your Unity and Game Creator versions as well as clear reproduction steps when opening a topic and full console logs.
I would like to know if there is a plan to make longer tutorials showing most of the tools and best practice of game creator. I saw in most of your youtube videos and your documentation, but still I am lost when it come to know how to make a game. It is really missing a 1 long tutorial putting everything in place.
This could introduce some modules as well.
You could check "adventure game creator" as reference
, it has 4 tutorials that are from 1 to 2 hours lenght.
After you follow those tutorials, you start to really understand how to use the beast.
Instead of being lost, because you don't even know the possibilities of the asset.
You don't have to make it super awesome, just showing step by step how to make a simple game mechanic using most of the features of game creator.
I know it take time, but it is also a really good way to attract new users.
Have a great day!
This is SOOOOO much better than Discord for a support tool. Well done (Thumbs Up)
I actually had these fields as "Required" but I usually get slightly frustrated when for a given question doesn't make sense to full a required field, so I left it as optional. Thank you for the kind words!
I set out below the desired features of a new v2 Inventory Module OR an Advanced Inventory Module:-
- Customisable items at runtime which are loadable and saveable from Inventories (see below) or Containers;
- Items customisable at runtime in the following ways:-
- Socket Items and sockettable items;
- Multiple Socket item types;
- For example, gemstones, runestones, talismans etc
- Affixes (prefixes, generic affixes, suffixes); and
- Multiple Affix types (including substance item made from – metals, woods etc);
- Affixes effect customisable item name (save and loadable) – so a Sword could become a Holy Elven Rangers Steel Fire Sword of the Lion etc.;
- Enchantments and Upgrades.
- (a)-(f) effect rarity, price, buy price and sell price, item properties
- Multiple Inventories (not just one) for Player, Characters or Enemy Characters, NPCs, Monsters, Traders and Merchants;
- Multiple Currencies and conversion;
- Example – 10 bronze pieces = 1 silver piece, 10 silver pieces = 1 gold piece, 10 gold pieces = 1 mithril piece etc etc
- Craftable Items – from more than two other Items - and Recipes to allow for this;
- More than 32 Item Types and SubTypes or Categories and SubCategories – so perhaps based upon ScriptableObject ‘types’ – any number of which can apply to an item – and searchable and filterable by types and more than one type;
- Support for both Fixed Meshes and Skinned Meshes allowing/simplifying Character customisation at runtime; and
- Wizards/Editors to support all the same and creation of Items, Equippable Items, Currencies, Socket Types, Affix Types in Editor mode.
This is the reason why I try to answer a lot of questions here.
I too am learning Game Creator / Unity and the best way to learn is read somebody’s question and try and find the answer yourself. If you succeed you help others and yourself in engraving that information into your brain. Try everything in small steps and don’t try making your epic game before you know how to use your tools.
Don’t be scared of posting something wrong or not working as there will be enough people out there to correct you. Trying is everything; it is just like learning a language as when you start people will laugh when you make silly little mistakes. But you will learn the language if you don’t take criticism personally. Everybody is grateful for any kind of suggestions and help.
Making mistakes means you are learning.
I wish everybody and Marti a great day or evening depending on where you are on this planet.
here are my thoughts about what Inventory 2.0 should handle:
- Hotbar/Quick Bar - It's either a quick access or the pockets of your character. I personally use this as where the player can activate a slot (equip an item) while when the inventory is equipped, you can't click to equip in the inventory.
- Number of slots available in the inventory - Basically a setting to state that the inventory has a base of XX slots (quite easy, it defines how many Slots are instantiated in the GridLayout on the canvas. And no, people don't like a weight system :D for the dev it involves always calculating and not forgetting. For the player it's just an annoying limit (which can be here anyway for RPGs!) - this point introduce the notion of: Inventory full
- Extensibility of the inventory size as mentionned in #1 - Quite basic too, imagine the player picking up a bigger bagpack that will raise the number of inventory slots by +XX
- Inventory organization - That is something I also implemented (#1 and #2) and I can share with you the code for that for inspiration. So it allows to move slots in the inventory or from the inventory to the hotbar and vice versa. it goes well with the hotbar concept. Imagine the hotbar having the slot 5 selected (that's your currently selected weapon for example). You can move you item from inventory slot 8 to hotbar slot 5: it will equip that item. move item from equipped slot in the hotbar to empty slot in inventory or hotbar: move the item and unequip. Move from slot to another slot that is already occupied by an item: swap their position. It basically stick the item to your mouse position and then decide on what to do when you click on another slot. It resets it to the original slot if you close the inventory or click outside of it.
- Items stats + custom fields - Be creative but give the dev the possibility to set additional fields for item stats (IE: int. +10 // Firepower: 500 for a gun)
- Tooltip - this is also extremely important for any rpg/survival game. Think World of Warcraft, Diablo, Divinity, literally any RPG around here
- Other way of equipping - An alternative option instead of left clicking an item to equip/consume, it could be a right click button that shows a context menu (useful if we use left click to re-organize items. But you could also have a little lock button in the inventory to allow re-organization of the inventory and keep the left click for consume)
- Stacking limit and allowing multiple stack of the same item: This is really important to have. Many many games have that. So it is simply to limit that for example the item Wood can only be stacked 10 times. if you have 10 woods in a slot and pick-up 1 more wood, it will occupy a second slot. It can trigger an inventory full message
- Containers: Same rules as inventory - Slots amount limitation, re-organization, stacking limit (should be on the item anyway), naming the container (so the player can have maybe a wood container, a rock container etc. It doesn't limit what kind of items you put in there (even though it could be interesting) but just a name for the player to see
- Containers owned by the player - To be fair I did not play with Containers yet but in case it is not how it is: some defined containers should the Player's inventory extension. So for other systems to look into the player inventory will check also the containers content (example in #11)
- Crafting evolved - Crafting should be kept simple but the option should be given to look up for more than 2 items to craft and this should be in an external GUI with blueprints possibility. Blue prints is for example a gray item in the Crafting UI, when you click on it you can see the requirements. The crafting system checks the player inventory (AND ITS CONTAINERS!!) and if the components are there, the crafting button is not greyed out for example
- On death prefab drop - simply a prefab item that the dev chose to have when the player dies. It basically drops the content of the inventory on the ground where player died and if the player pick-it up it restores the inventory (the container inventory is of course protected - think Minecraft
I'm sure I forgot things or will have other ideas, but here is my first version
Hi everyone! This is the first Game Creator support topic. Feel free to ask your questions here, but remember to search for them beforehand. Some user might have had the same question as you and may already be resolved.
As for rules, just use common sense. Help us help you providing clear reproduction steps and screenshots, as well as provide us with the Unity and Game Creator versions you're using.
Cheers and happy game making!
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 just purchased GameCreator with Shooter module. I feel quite impressed.
There's any plan to make it able to work with Playmaker?
It would make it the definitivie "non code" tool, as it main flaw I feel comes with the minutia and being able "to do what you want to do" witout code.
Great tool! Lets see where we can go with it :)
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".
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