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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!
Hi there. There seems to be an issue with the behaviour editor - whenever I attempt to "create", either a task, decorator or anything else, the entire editor window freezes.
This is the first time I've tried working on Behavior, up to now I've focused on the Stats, General and Melee modules. It could be due to the Unity version, however you would have to advise on this.
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.
Almost all value fields already do this, but allowing the use of variables for every value field on every action/condition/trigger increases the versatility of GameCreator exponentially for every field changed in this manner.
As mentioned, you already seem to do this pretty much all the time, but just making it a rule that is always followed on future actions/conditions/triggers would add a nice consistency.
Thus far, every time I run into a problem that requires a custom action, it has been because of this issue.
Examples of Actions that only allow static fields:
All Vector3 related Actions - none of them seem to let you set individual values of XYZ from variables
Random Value - min/max values are static fields
Wait - wait time is a static field
Examples of Triggers that only allow static fields:
On Player Stay Timeout - (duration is a static field)
All On Hold related Triggers - (hold durations are a static field)
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!
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.
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 :)
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
It would be very useful, and make the perception module more versatile if instead of simply using TargetCharacter for Can See condition, there would be a condition to check if the object can see anyone within a tag or layer.
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